Columbia Block Wargames Logo
Columbia Games Left borderHome Columbia Games Home
Phone




PRODUCT
CATEGORIES

CLICK BUTTON


HarnWargamesWizard Kings


 


Map 13 Strategy Notes
Strategy notes assume the "A" is placed in the lower left corner.

Victory Map

This island map gives a decidedly Japanese feel, both from the names as well as the topography.  A large island containing all but one of the cities along with just two very small outlying islands makes sea battles and amphibious assaults a certainty.  Should any fighting occur on the island, the rugged and sometimes impassable mountains will provide very difficult conditions for both players.

Attack
If attacking from the north, the island of Daisen is an obvious first target.  While it does not connect to the mainland, it will provide a handy airbase for follow-up attacks and defense, as well as a staging point for amphibious and/or airborne units.  Since an assault on the mainland will require some sort of amphibious or airborne assault, it will be very important to maintain the fog of war as much as possible.  Try to make it appear that you are attacking on at least two or even three different towns, cities or coastal hexes.  This will force the defender to spread his defenses thin and allow better chances that at least one attack will succeed.  The same is true in an attack from the south.  However, from the north, once a foothold has been gained on the mainland, work to hold at least one and ideally both sides of the mountain range.  This will limit the defender’s ability to re-supply via land, as the alpine hex sides are impassable and the majority of the production cities are in the south.  Since this is the case, the mountains play a much smaller role in a mainland attack from the south.

Defense
Defending from an attack on either the north or the south will require a great deal of vigilance.  It is essential that a defender do as much as possible to eliminate the chance for  the attacker to easily establish a foothold on the main island.  This could entail using a large navy to blockade against attacks and/or channel these attacks to an area that is well defended.  One strategy would be to use four or five small CV ships in a line (perhaps ½ of the navy) to block half of the coast, while keeping the rest of the navy in reserve to respond to attacks while the majority of the ground units guard the unprotected coast.  In any case, do not let a town or city that is in range of airborne units remain unprotected.  Also, be careful that enemy ships do not somehow get “behind” you, at least without challenging them with at least one air or sea attack.  A “sneak” attack of one or more amphibious units in your rear will be disastrous to say the least.  Remember - amphibious units may move strategically as long as they don’t attack in that turn.  There is a big difference between a naval unit harassing the cities in your rear and a marine unit that captures a town, establishes supply and allows all kinds of ground combat units to pour in on the next turn!  Lastly, guard Tokumo well – it represents nearly a third of your productive capability and will be the ultimate prize for any attacker.