Day4Yeah, we made it to the final stage.
Playing day4 with 78hp seems manageable.
Although it is not the desired infinite hp buff, it should be enough.
I should be able to survive an unlucky draw or a turn of planes with Flag Raising and find appropriate counter measures.
I'm gonna stick to my guide and do my best
Day4 1st Turn
The 1st draw is really crappy, the choice is either bad or worse.^^
I go for the 18th Division, upgrade it and also deploy the 5th Division.
I neglect the 8th Division because I don't know where the ai will play it's planes and I dont want it infront of a plane.
Day4 2nd Turn
The ai played a Calliope, a Sherman and r3 Hell' Angels.
I decide to spy the Hell's Angels instead of killing it.
I play Gunto on the 5th Division and gamble a bit now + Tadamichi as another blocker.
If the 5th Division survives this turn, it will be able to attack the Calliope and deal some damage.
I place Tadamichi infront of the Hell's Angels and the Courageous Division infront of the Sherman.
Perhaps it would have been safer to do it the other way around because Tadamichi is mortarproof ... we will see.
Day4 3rd Turn
I have taken 5 damage, 4 from grenades and 1 from the upgraded r3 calliope, thats ok.
I'm playing Courageous Division to spy the Calliope, a Chi-Ri and the 5th Division.
But I already see that putting the Chi-Ri infront of the Locust that popped up would have been the better choice.
Anyhow, lets fight on
Day4 4th Turn
Haha, to be honest everything worked fine, no mortars or playballs.
I only lost some 6 hp due to the upgraded locust and the r2 grenades.
This turn I play Courageous Division to get rid of the grenades, Tadamichi to get some hp and Jade Division to make the line mortarproof.
Day4 5th Turn

The ai played a Locust, a Calliope and Grenades again.
I play Tadamichi again and decide to gamble once more.
I will take some damage from grenades, Sherman, Calliope ... in order to establish a strong unit on the right.
That doesn't seem to be really necessary because the ai might start playing Flag Raising soon.
Maybe I just have too much hp and wanna spare some
Day4 6th Turn
Oh oh, that was unnecessary, had to pay with an extra 12 hp from the equipped sherman for that fun move!
It is getting interesting again.^^
I play 5th Divsion and Jade Division as blockers + Type 97 tank for supporst and as a bate for Play Ball.
Day4 7th Turn
I took some damage from the Calliope and Grenades again.
The ai played the Browning but fortunately on the Marines which just died instead on the Calliope.
A German saying says:
"Luck is a good friend of the Stupid" ... guess there is something to it.
Well, this turn I block the ai again, play Courageous Division on the Calliope, boost it with +5 hp and deploy the 4th Division.
Thanks to the 109th on the right flank I don't have to worry about the r3 Hell's Angels at all.
Now I understand why my 7th sense made me play that 109th two turns ago.
Lets wait for the Hell's Angels to return with a flag on it next turn
... the enemy turn ...
Day4 8th Turn
Finally the first mortar showed up and I took a pic.^^
I'm playing Tadamichi and the Courageous Division on a r3 Locust with grenades.
The Courageous get Gunto to be safe from the next mortar attack.
Everything is covered now and my 109th will die disposing the mortar ... 2 more turns to go.
Day4 9th Turn
The ai played Browning on the Locust and sent another Hell's Angels.
I counter that with my 18th Division on the left and Jade Division in the centre ... looks mortarproof.
The Hell's Angels gets a Guerilla as a gift and is destroyed by the Type 97 tank.
Day4 10th Turn
Yo, nothing dangerous appeared, guess that is it.
Now I only spy away the grenades from the locust and let the americans do their job by dealing some damage.
Don't wanna waste any more lives of my soldiers ... 45hp should last
... Finish
...
... and now it is time for a reward ...
... Nice - 109th Division !!!
...Conclusion/AnalysisMission accomplished = is the good news. The reward is satisfying too. It was tense at some moments I must say and fun all the time. I got pretty lucky with the draws sometimes and 1-2 mistakes on day3-4 were not punished. Same applies to my hp. I never felt that I have enough to feel really comfortable but it was alright in the end. Even though I had only a few Taking Commands, Tadamichi kept showing up quite often. My general strategy worked well - I accumulated some hp on day1-2 and disabled the enemy forces on day3-4. A crucial momentum that decided the outcome of the mission was day4 turns5-6 imo. The moment I left one lane uncovered to deploy the 109th Division could have been the beginning of the end if ai had played Medal of Honour and Browning on the left Sherman. Actually I was just waiting for something like that to come or some Flag Raising action on deployed r3 Hell's Angels ... regarding draws ... it helped that the ai did not draw that many mortars during the mission, especially on day4 ... and I really enjoyed day2 when I got board control with three r3 units.^^
Overall it was a typical straightforward mission somewhere in the middle between insanely hard and piece of cake. It might have gone into one of the extremes at some points but the Japanese forces found the right answers to their challenge, stayed calm and fought bravely ... having said that - that's pretty much it for my part and from what I wanted to share with you guys. You have seen the mechanics, the strategy and tactics in theory and on the battlefield. Of course we could go into detail a bit more at some points and discuss units etc but I'll leave that to you. I hope you like the step by step guide and I keep my fingers crossed for you on your missions. If you have any questions or would like to discuss anything, feel free to do so. The floor is yours now ...
Good Hunting !!!
