Broken ground and craters littered the rest of the field, but the dominating feature was the cliff running through the middle of the table, providing both good cover and an elevated firing position.
On the other hand, my engineers have shown up, kitted out for killing tanks, traps, and other forms of nastiness. They also have a flamer for rooting enemies out of dense cover or bunkers.
The rest of turn 5 is a mad dash for the finish, throwing caution to the winds. The Tankette nearly clears the board, and my Bazooka once again fails to unpin in order to stop it.
The lone Japanese commander (his friend taken out by sniper fire) assaults the mortar observer to finish the turn. At the start of turn 6, my commander, surviving an assault from the Japanese gunner left from last turn, guns down the Japanese leader as he tries to escape.
Rob won the scenario convincingly with 14 points to 10. If I'd managed to kill that last squad it would have been 12-12, and even draw, so it was very close.
We didn't play particularly swiftly, but we weren't slow either. The game felt fast paced after the opening turn of movement, and the USMC really suit my aggressive style of play. The Long Tom was useless when trying to shoot tanks, but proved so deadly against infantry that Rob couldn't allow it to get off another shot. My Bazooka proved as inept as ever, but my Sniper finally managed to win a sniper duel, which was fun.
There was plenty going on in this game, fire and manoeuvre warfare, tactical advances, assaults, tanks vs infantry vs artillery. All in all, even though I lost, it was one of the most satisfying games I've had in a long, long time. It never actually felt like I was losing—and even then it wasn't by much. It felt like a close game the whole time, and there were plenty of great moments to take away from it.