asl3d
Posts: 6531
Joined: 2/6/2017 Status: offline
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The Japanese in the jungle Players new to the jungle will realize that with all the jungle, kunai, and bamboo spread over the board the Allies will always have cover to close the distance. No more of those "charging through five hexes of open ground, until you drop" type defenses that we've become familiar with when we see a German scenario. So, why would we ever want to play a jungle scenario? Because the Japanese in the jungle are to their opponents as is a mamma bear to anyone caught petting her cubs. They are spitting mean, obnoxious, and downright vicious. When you are fighting against the Japanese in the jungle you tend to forget about all their handicaps and pray they had more. Heroes and Leaders mod is a "timed" game. You only have a certain amount of time (or turns) to achieve your goal. As in any game where time is a dominant factor, a major key to winning is timing. All the great players have a sixth sense about timing, an inner knack of knowing when to make the push. Too early and you don't have enough concentration of force. Too late and either your opponent has received his reinforcements or you've run out of time. With this in mind, the ability to throw off an attacker's timing is critical to winning as the defender. Stalling him for an extra turn or causing him some other worry that takes his mind off the victory conditions can spell the difference between victory and defeat. The Japanese have all sorts of special abilities that can mess with an attacker's timing. The jungle itself causes all types of minor problems which, coupled with the Japanese ability to make use of these problems, can cause much concern to any attacker. Knowing what terrain features will slow down the attack and knowing where the general direction of the attack will take place makes it much easier to set up a few nasty surprises. To simulate the ability of Japanese soldiers to move in the jungle, all squads and half-squads of the Japanese Imperial Army have the ability of the Stealth Movement. That is, the Japanese can move without being detected automatically, even if they are adjacent to an enemy unit. To be spotted, an enemy unit must either perform a successful spotting attempt, or the Japanese unit must fire or move in open terrain in the LOS of an enemy unit of Good Order. The Japanese CANNOT use Stealth Movement while performing Double-timing movement with a leader, but can use Stealth Movement to enter Melee. Heroes and leaders cannot use the stealth move unless specifically designated. Japanese units can also move up to half of their MF (drop fractions) and subsequently fire. Such fire is modified like Assault Movement fire—subtract 2 from the total attacking FP of the units using Stealth Movement fire.
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