Buffy the Vampire Slayer Game Review


Buffy the Vampire Slayer TV show ran from the late 1990s to the early 2000s. Set in the 1990s, Buffy and her friends fought generic vampires, monsters of the week, and a “big bad” who from behind the scenes was responsible for the evil that season. Buffy had campy evil nemeses, humor, and good acting for a horror/teen romance/teen angst TV show.

Buffy the Vampire Slayer: The Board Game recreates the Buffyverse milieu in a cooperative tabletop setting. Buffy and her buddies strive to keep the helpless inhabitants of Sunnydale California alive while discovering the big-bad behind the evil and the means to snuff them.Game Board

If the Apocalypse Tract fills up with dead townies and accumulated wounds to Buffy and her gang it is game over. Then big bad roars with laughter, the hell mouth opens, and Sunnydale dies. Hapless townies are like chickens, easy to kill and tasty to monsters. Monsters ending their move in a hex with an unguarded townie enjoy a townie banquet. A Bad Moon Rising

Winning is a little more complicated. The game starts with generic vampires, demons and tasty townies on the board plus a single “monster of the week.” The good guys gather right tools to force a showdown with the monster of the week. Then a card is selected containing two symbols on the bottom. If one of those two symbols match the monster of the week’s symbol, the monster dies replaced by a clue token. If there is no match the gathered tools are destroyed and the monster continues its rampage. The gang then scurries around the board to collect the tools and try again. An element of suspense is present because players have a 2/3rds chance of winning any showdown.

The Big-Bad is off-board until three monsters of the week are vanquished leaving three associated clues. The Big-Bad appears and really bad things happen. A player in the correct hex must spend a turn investigating each clue to learn how to defeat the Big-Bad. Heroes gather the proper tools to win the three Big-Bad confrontations. The players win if they successfully confront the Big-Bad three times via the 2-in-3 success rate random check before the apocalypse track fills up.

Different board spaces represent Sunnydale locales supplying occult items, weapons and tools. At Buffy’s home two wounds can be healed per turn which removes them from the apocalypse track. Dead townies are forever dead and cannot be removed from the apocalypse countdown.

Each character can perform identical regular actions (move, search, fight, and use the locale if free of monsters) plus a unique special action which vary by character. Buffy can kill with efficiency and flair. Giles effectively searches for items needed to snuff a monster. Spike kills very well and so on and so forth. A player’s special action can be used only once every four actions. But when the special action is taken more monsters and townies are randomly spawned on the game board. Special actions (or a basic action substitute) must be taken once every four player rounds. BuffyFOB - Friends of Buffy

This is a well-balanced, suspensive game. Players must decide when to take their special action to both advance towards victory and to avoid spawning more monsters and targets. Buffy and the gang mostly succeed in major confrontations against monsters of the week and the big-bad – but mostly is not always. A random third of the time critical items are destroyed and the monster survives to prey on townies and wound the Scooby Gang.

The game starts out deceptively. Buffy and the gang can almost, just about, come really close to killing all regular monsters on the map. But specials get used and more monsters spawn. Buffy and her buddies begin to realize the longer the big bad is out there, the more monsters appear.

It is a race against time. Can Buffy and her friends gather the right items fast enough to win the show-downs before every townie in Sunnydale becomes monster chow? Sunnydale has an impressive number of cemeteries which attract helpless townies like cheese in a mousetrap. Should Buffy and friends protect and save townies or collect items needed to win confrontations? Doomed townies

And the group will lose some confrontations resulting in the destruction of carefully gathered items.

The game balance is excellent! I’ve played three games, one at Origins with random strangers, once solo at home to familiarize myself with the rules, and once with my wife running three characters (she played Buffy, I played Willow and Giles). Each end game had a veritable swarm of monsters on the board chasing down tasty townies for a delicious snack while our avatars tried to put the final beat-down on the big-bad before the Sunnydale cemeteries filled.

The game with my wife ended in victory when Giles tossed the necessary tools to Buffy who won the third and final confrontation with the big bad just before the monster swarm devoured enough townies to trigger the hell-mouth. That’s quality family entertainment in my house!

Buffy comes with six major big-bad opponents and a stack of monsters of the week. The game contains extensive suggestions on making the game easier or more challenging according to player preference. The game quality and villain assortment provide good replay value. Assortment of Evil

The biggest downside is the failure to incorporate quips, gags, and lines from the series. Buffy was very well written. Knowledgeable players can fill in this gap, but even Buffy fans could have their memory jogged with reminders of memorable moments from the series. This is an obvious game design flaw compared to other games licensed from movies or TV shows (see Big Trouble in Little China for an example of how to do this right). Because Cordelia and especially Oz and Tara are omitted, the tangled dating web and confused sexuality topics are avoided. The base game helps parents avoid discussing these issues with their younger children.

Because the game is cooperative and relatively simple, I cannot understand why the game has not been ported to the computer. Lords of Waterdeep and the Dresden Files Cooperative Card Game have been ported to the digital world while Buffy languishes dateless in Sunnydale.

In sum, this is a light, well balanced, cooperative board game. Monsters are easy to run in the game system. Good play is rewarded. Enough random chance exists to provide angst and challenge. The setting and game goals fit the Buffyverse. The rules are simple enough that a reasonably bright child can play, but not so simple that the game becomes boring. For adults, the mild complexity makes this an attractive social or drinking game. Game setup is quick. Games can be completed in 90 minutes if players understand the rules. Because the game is cooperative, it is 100% compatible with solo gameplay.

Avery Abernethy is gainfully retired and finally has time to play games. He acquired a stack of cooperative games because his lovely wife prefers cooperative games over competitive games. 

Wrigley 2004 to 2020 – RIP

wrigley March 13, 2004

Wrigley was the best dog we have ever had. Wrigley was the worst dog we ever had.

Wrigley was an unwanted puppy rescued from the side of a busy road. We had recently lost Snort, our first dog. Puppy Wrigley was very scared and clingy – for about 48 hours. Then the schnauzer part kicked into high gear.

Wrigley was smart, possibly the smartest dog we ever had. She was the easiest dog of the six we have had to house train. She learned obedience well on a leash. Wrigley was the best dog we ever had.

We crate our dogs at night. Wrigley loved her freedom. This was the beginning of a nightly struggle lasting more than a decade. She wanted to be free, we want her in a crate, Wrigley hid. She hid in so many ways. She would be motionless in a corner. She would hide behind stuff. She would hide outside. MVC-001F

Wrigley never ate a dog treat given when crated – ever. We even gave her freshly made bacon. She ate it the next morning when the crate door was opened. Wrigley was the most frustrating dog ever.

Wrigley loved people. She never met a human from infant to the elderly that was not her friend. She loved them all, greeted each one by putting her paws on them and wagging her tail. If a large number of strangers were in the house, she would “work the room” by greeting each person individually. We trusted Wrigley around everyone – she was the best dog ever.

Wrigley was a great walking dog. She never got tangled. Until her health collapsed in her last year, you could not outwalk Wrigley. Wrigley never tangled leashes when two dogs were being walked. Wrigley never attacked other dogs and every human she met was her friend. Wrigley was the best walking dog ever.

Wrigley always wanted to be with us. She did not want to be in our laps, just in our presence. She would follow us around the house (usually Lynn). Wrigley led, but had to keep looking over her shoulder or backtrack if she chose the wrong hall. Wrigley was a sweet companion.

Wrigley never showed pain – ever. Puppy Wrigley would flip herself over a gate, land on her spine on hard wood, and dash off. Shots, snake bites, accidently stepping on her, nothing ever caused a whimper or a yelp. Wrigley was the pinnacle of dog stoicism. Wrigley was the best dog ever.

Young Wrigley got bored. Young Wrigley would sit in Lynn’s lap, stick out her tongue just a touch, grin, and reach her front paw back and pop Lynn on the cheek. She did the same thing to my Niece Laura. Wrigley was a pest.Dread Pirate Wrigley2

Wrigley never wanted to play. Ball, tug of war, all of this was stupid. She wanted to watch for trouble. She watched a lot out of windows and doors. Wrigley barked at intruders: other dogs, people, cats and deer. Squirrels were beneath her notice. But once a stranger was greeted by Lynn or I, they became Wrigley’s new friend. Wrigley could be annoying.

Wrigley thought she was the best dog ever. Wrigley knew we did not need any other dogs. Lynn wanted a lap dog that would play ball, so she got Zippo. Zippo became the focus of Wrigley’s rage. Wrigley had a lot of hate. After months of discipline, Wrigley learned that she could not bite Zippo. But she could growl at Zippo, chew at his neck fur, block the hallway, block the path to Zippos’ food bowl, take Zippos ball, bone or whatever and then lay on it and go to sleep. Zippo was clearly a waste of oxygen.


When Lynn got custody of her Nephew Sam (aged 16), Sam decided he wanted his own dog. So he got Max. Wrigley hated Max and only then decided hated Sam. Before this, Sam was a dear friend. Now, if Sam left the door open to his bedroom, Wrigley would go in and pee on the clothes on the floor. Wrigley would stare down Sam in a hallway, and then pee right in front of him. Wrigley was pretty perfectly housetrained – this was hate pee. Wrigley was the worst dog ever.Wrigley Sly Look Jan 29 2019

I got Panzer two years ago. Panzer is a miniature Schnauzer. Panzer plays amazingly well with other dogs and attempted to be Wrigley’s friend. Wrigley was elderly, in early stages of kidney failure, and slept constantly. Wrigley would have nothing to do with Panzer. Wrigley intimidated Zippo and Max – but Panzer lacks fear. Panzer started to torment Wrigley by snarling and jumping around Wrigley. Panzer would even nip Wrigley on the butt occasionally. Wrigley learned that Zippo and Max were not the worst dogs ever – Panzer was. But elderly Wrigley could no longer do battle with teeth and claw.

Wrigley started asking me for a handgun to kill Panzer.Wrigley Aug 2019

Wrigley continued her decline. She ate little, slept even more, and became skin and bones. She gradually lost almost all hearing and sight. Her arthritis accelerated.
Another dog, Dash a four pound Sheltie puppy came into the house. Elderly Wrigley snarled and snapped at Dash. Puppy Dash was terrified and gave Wrigley a wide berth. As Dash grew into an adult, he continued to avoid Wrigley and had a certain level of respect and fear. Wrigley hated Dash less than every other dog that came into the house. IMG_9583Panzer & Dash Nov 2019

Wrigley’s teeth started rotting. She had four teeth removed in 2018 and felt better. She ate a little more. In late 2019 another 8 rotted teeth were removed – but Wrigley’s appetite did not improve. Wrigley had lost 25% of her weight, was mostly deaf, blind, and somewhat toothless. By Summer, 2019 she could not get onto the sofa without a doggy stepstool. Wrigly & Zippo July 2016

By October, 2019 Wrigley started falling. Her back legs no longer worked reliably. By December she could no longer get on the sofa on good days – even with the doggy steps. Almost nothing could get Wrigley to wag her tail, even briefly. She hurt, but never moaned, whimpered or complained. Wrigley was a tough old dog. Wrigley was the best dog ever.Wrigley Nov 2019

We had to put Wrigley down last week. Although she never complained, she was suffering. The tail did not wag. Wrigley got a fresh strip of bacon from Auburn’s meat lab every day for her last ten days on Earth. Meat lab bacon is awesome! But Wrigley’s tail barely twitched.Wrigley Christmas 2019b

The vet gave Wrigley a sedative to put her to sleep. She went to sleep over the next five to ten minutes sitting in my lap with Lynn and I petting her and telling her she was a good girl. Once she was in deep sleep, the vet gave her the final shot. Wrigley’s death was probably easier than mine will be. She was a good girl – the best dog we have ever had in many ways.

We will never have another dog like Wrigley – we hope. Rest in Peace.

Some Thoughts on Scotch

I started drinking Scotch for my health – really.  I used to drink beer in the evening, but I became diabetic. Scotch has fewer carbs = better for a diabetic. I have Scottish ancestry (Abernethy) though that is largely meaningless since my ancestors came to North America in the 1600s. Still, I retain two important characteristics of the Scotch: I like Scotch and I’m frugal.

Fortunately, I find Scotch blends often are better tasting than single malts. “Scotch Snobs” (and probably those with better palates than I) know that single malts are better than blends. But I like blends and I’m drinking because I want to, not because I have to (I’m retired – I don’t have to drink). Blends are much less expensive than single malts which warms my heart.

What I like and dislike in Scotch
Scotch should not taste sweet. If you want a sweeter taste, drink bourbon.
Scotch should have a smoky or peaty taste to it. When I want something which is not sweet without a peaty taste I drink Irish Whiskey like Jamison’s.
Scotch should not taste like you are sucking on a piece of burnt wood.
Scotch should go down smooth.

Sometimes I want a smokier/more peaty taste. Sometimes I don’t.
Because I sometimes want smoky, I need at least two brands of Scotch in the house.

If you disagree with the above criteria – then take the subsequent recommendations as an “anti-buy” list rather than a recommendation list.

I went on Scotch Quest for about two years. Lynn picked up mini-bottles and I tried many brands on cruises. I’m omitting the brands I drank in Scotland on a brief visit. They were wonderful, I can’t get them in the USA, and thinking about their absence makes me sad.

In sum, these are my taste preferences based on serious, methodical research. I have a Ph.D., so this is “science.” Seriously, this is what I like and dislike. What you like to drink is a matter of personal taste.


My Rejected Brands



Advantages:  Less expensive than Dewars; Not sweet; Smoky, but not too smoky

Disadvantage: Not smooth, not smooth at all.

I tried a Fifth of Scorsby and it was not smooth. It was barely drinkable. I finished the bottle instead of giving it to a relative who believes that any free liquor is better than any liquor he purchases with his own money. But I did think about gifting it – hard.



Advantages: Inexpensive; The name is pretty neat; Not sweet; Nice smoky taste

Disadvantages: Too Harsh

This was a Total Wine Manager recommendation in the blended Scotch area. I drank all of this and did not consider giving it to a relative – but it was harsher than I like. If you can tolerate something less smooth than Dewars, or if, God help you, you like a harsher taste – then try Shieldaig.

Highland Park

Highland Park

Advantages: Smooth

Disadvantage: No peaty taste at all.  It was a very smooth, tasteless whiskey.  If I want something like this I’ll drink Irish Whiskey like Jamison.



Advantages: Cheaper than Dewar’s; Not sweet; Plastic bottle (less likely to break).

Disadvantage: Not smooth enough

I will happily drink JW when it is offered to me. It is a little to harsh for home.  But I’ll happily drink your JW, thank you for it, and have a second while thanking you for being a fine fellow.

Johnny Walker Red


Advantages: As smoky a taste as I ever care for; Smooth; Not Sweet

Expensive compared to some other smoky scotches I prefer.

I kept a fifth of Johnny Walker Red in the liquor cabinet for a decade. Eventually I discovered I did not care for it as much as two other smoky Scotches with a similar price point. I like Johnny Walker Red, will happily drink it (especially if someone else is buying), but no longer buy for home consumption.


What I Like & Keep in the Liquor Cabinet

Dewars White Label


Advantages: Smooth; Lightly smokey/peaty taste; Not sweet
Disadvantages: None. Not expensive, smooth and good.

My everyday, go-to scotch. You can find it everywhere. It is not terribly expensive (you can get a handle for less than $40 including tax in Georgia).


caryle scotch

Advantages: Less expensive than Dewars; Not Sweet; Smooth

Disadvantages: Can be difficult to find in some States.  A little harsher than Dewars.

This was a manager’s recommendation at Total Wine in South Carolina.  It is very inexpensive, very good for the price, and I appreciate the recommendation.

Glenlivet 12 year old Single Malt

glenlivit 12

Advantages: Very smooth, very good. Some peaty taste, but not overwhelming. Disadvantage: More expensive than Dewar’s and Carlyle (my two main drinks). Very nice to have occasionally.

This was a present at my retirement party by Ed Lowenstein.  Thanks Ed!  It is wonderful!  If was a little less expensive I would drink it instead of Carlyle.  I always have this in the cabinet.

Grangestone 12 year single malt.

Grangestone 12 year

Advantage: Smooth; Distinct peaty taste.  Better value than Johnny Walker Red.

Disadvantage: Too peaty for my everyday scotch.  I I keep a bottle of this in the cabinet when I want a peaty scotch.

Battlehill Laphroaig – 10 year

Battlehill Laphroaig 10 year

Advantage: Smooth; Very peaty.

Disadvantage: This is as peaty as I care to drink.

This one is very peaty. This is as peaty as I can stand. It is good, but not something I drink every week or even every month. I keep a bottle in the liquor cabinet – but one lasts me about a year.

Be careful about the Battlehill label. Battlehill is a brand that is common to a number of exporting distillers in Scotland. The second word in the brand name is critical to understanding what you are buying. I did not care for some of the other Battlehill brands – but I do like Laphroaig.

Macallan 12 Year Double-Cask (blue box)

macallan 12 year double cask

Advantage: Extremely Smooth; Very Mild; Very little peaty flavor.

Disadvantage: Expensive; Not peaty enough for my taste.  The only Scotch Lynn drinks.

This scotch is distilled in two different casks – one a traditional oak and the other one that was used to age sherry. This has a different, but very smooth taste than most Scotch. This is a special occasion scotch that individuals who dislike the peaty taste will find to be an excellent drink.  One bottle will last us more than a year since Scotch is not Lynn’s preference.



My everyday Scotch is Dewar’s or Carlyle.

If I want something with more of a peaty taste – then it is Grangestone 12 year or if I want something really peaty – Battlehill Laphroaig.

My “special occasion” scotch is Glenlivet 12 year. I keep Macallan 12 year because Lynn likes it.

I buy Dewar’s and Carlyle by the handle. I buy the others by the bottle. I keep all six in my liquor cabinet.

I’m not going to make everyone cry (including me) about the Scotches I had in Scotland last Fall. You cannot get what I drank there imported into the USA. I want to take a Scotch trip (my wife can navigate) sometime before I die. She wants an Irish Whiskey trip – so we can probably trade off on who gets to drink the most.

Christmas 2019

Lynn & I spent a week in Boone, NC before Christmas 2019.  I got to shoot clays with Cory, we visited David & Sharon in Hickory, and we saw Jones, Michael, Preston, Erica & Sam.  The pictures are mostly from Michael’s art studio & plant display palace.

Erica & MichaelSam & EricaErica & AveryPreston Lynn MichaelAvery & Lynn

And no Christmas is complete without the traditional cat shaving.Cat Shaving

Boucherie – December 7 2019

A fun group had a Boucherie at Charles & Jessica’s on December 7, 2019.  Boucherie’s are a Cajun tradition where a group of friends buys a whole pig, divides up the parts, each person cooks a dish, and they get together and eat with sides and beer.

Everyone made something, but our main cooks and coordinators were Charles, Jessica and Garry. CharlesJessicaGarry

Sausages were put together the day before along with boudin balls, cutting up hog skin for crackling; along with others making their specialties at home. SausagesCracklin Boudan Balls & Ribs

We also had a wonderful assortment of sides. Great Sides

Everyone had a good time – even Brian who should look happier after eating the noble pig that he raised and drinking beer. Happy BrianLaura & CamHappy FolksDan Glen Kris


Imperial Palace Captured & Japan Surrenders: The Conclusion of the Order of Battle WW2 US Navy Campaign

Closing on the Imperial Palace: Turns 12 to 17
On turn 12 another river line is breeched. Heavy artillery and armor is emplaced to crush the Japanese defending the final river line blocking the approach to Tokyo. The final remnants of the Imperial Japanese Navy are under attack by dive bombers and long-range naval gunfire. Nothing prevents the US fleet from sailing into gunnery range of the Imperial Palace. 16 - T12 17 - T12 Big Picture

By Turn 14 US Forces control the Southern banks of the final main river line. Dive Bombers sank the last of the Japanese Navy and returned to ground support roles. The Navy encounters another minefield but passages are found and mine sweepers are brought forward. 18 - T14 East 19 - T14 West 20 - T15 Big Picture

The last river line is fully breeched by Turn 17. A B-29 carrying a tactical nuclear bomb is approaching the Imperial Palace. Lead Marine elements have the island containing the Imperial Palace in sight. A regiment of US Marines are in unopposed landing craft sailing across Tokyo Bay towards the 2nd victory hex. 21 - T17 West 22 - T17 East 23 - T17 Big Picture 24 - Imperial Palace In Sight

Two Nuclear Blasts and Japanese Surrender
Significant Japanese Reinforcements appear in the West and East on turn 19. But this is too little, too late. Without supporting fighters, US dive bombers smash unprotected Japanese targets. 25 - Turn 19 West

Nuclear Weapons are poorly modeled. They destroy everything in the target hex and the six adjacent hexes. There is no fallout or radiation so US troops can immediately enter the blast radius without damage. 26 - T19 Nuke 1 27 - T19 Nuke 2 28 - T19 After the Blast

After the first A-Bomb, there is nothing preventing US forces from capturing the Imperial Palace. A Marine Regiment accompanied by US Navy firepower is quickly approaching the port victory hex. 29 - Turn 19 Big Picture

Because I had a surplus of reinforcement points, I purchased a 2nd A-Bomb for 500 points. This A-Bomb will destroy the Japanese Reinforcements in the East while Dive Bombers chew up the Western Reinforcements. The Imperial Palace is captured by US Armor, the reinforcements are dive-bombed or nuked, and Marines capture the last victory hex in an unopposed amphibious landing. 30 - T21 Palace Captured 31 - Reinforcements Nuked 32 - T22 - Victory

US Victory in Tokyo! Japan Surrenders!998 - Tokyo Victory 999 - final victory

The AAR is complete! Hope you enjoyed reading.

I’m writing a strategy guide for the campaign. The US Player faces many challenges early in the campaign including a very difficult to win Coral Sea scenario. After Coral Sea the campaign gets progressively easier as US artillery and dive bombers wreak havoc on Japanese land and sea assets – if the US player makes wise strategic and tactical choices.

Tokyo – Taking the Imperial Palace: Order of Battle WW2: US Navy Campaign Final Scenario

The US player must capture two hexes to win the final scenario: The Imperial Palace and a Port at the far north of Tokyo Bay. Three staging areas are available for your troops. The first is off the coast South of the Imperial Palace. The second is off the East Coast and the third is in the South off the tip of the peninsula. 1 - Tokyo Objectives2 - Victory Hexes & Invasion Areas

I’m concentrating my forces to maximize the effect of US dive bombers and Naval shore bombardment. Concentrating in the South also gives a sea route to the entirety of Tokyo Bay and both victory hexes. 3 - D-Day Troop and Ship Placement

All Marine units are upgraded to 1945 equipment.   All fighters are upgraded to Corsairs or better. I’m expecting Tokyo Bay to be heavily mined so I’m purchasing two support ships which have mine sweeping capability.

Last, I got a nuclear bomber for completing the nuclear research. Nukes destroy everything where they go off and in a one hex radius surrounding the explosion. Effectively they are very small tactical nukes with no residual fallout. They operate almost like a magic user with a super-fireball spell with no lingering effects.

The initial attack wave are all US Marines with one Engineering unit for potential mine removal. This is about 50% of the troops I have command points to employ.  I’ve found it better to use Marines in amphibious assaults and land US Army and Artillery in towns after the beachheads are secured.  Army and Artillery units are disorganized when landed amphibiously taking several turns without movement to reach maximum combat effectiveness. Marines are close to 100% fighting ability upon landing.

D-Day Tokyo
US Dive Bombers and US Naval Bombardment attacked visible targets for two turns while the landing boats moved towards the beach. The first wave of Marines landed on turn 3 to minimal opposition. On D-Day +1 the Peninsula is severed and US Marines are on the outskirts of the first airfield. 4 - D-Day Turn 3

5 - D-Day + 1

By turn 5 three Marine Units have been assigned to mop up isolated Japanese forces on the Southern Peninsula with all other Marine units pushing North. The Naval Strike Force with one attached carrier are steaming North into Tokyo Bay. 6 - Turn 5 Big Picture

North Towards Tokyo – Turns 6 – 10
The Japanese armor counter-attack had no success. The US has total air superiority and the swarms of dive bombers clobber spotted targets. The US fleet sailing into Tokyo Bay encountered minefields and suicide torpedo boats. Suicide boats usually get hammered by naval gunfire before hitting a target, but when one sneaks through it can do considerable damage. 7 - Turn 6 Futile Jap Armor Attack

8 - Turn 6 Mines

9 - T8 - Mines & Suicide Boats

Tanks and Heavy Artillery have landed.  Japanese opposition has been light with few fixed fortifications; ineffectual irregular forces, and the Japanese Army units being clobbered by dive bombers. US Forces control the entire South with no serious opposition spotted to cross a major river South of Tokyo. 10 - Turn 9 - Advancing against Weak Opposition

13 - T10 Land

The US Fleet is met by remnants of the Imperial Japanese Navy: one light cruiser, several destroyers and a motley assortment of suicide speedboats. Unfortunately, there are a lot of mines including one which almost sank an entire destroyer squadron. 11 - Turn 9 Big Picture12 - Turn 9 Reminants of Jap Navy Moving Out14 - T10 Found a Mine

Overall, by Turn 10 (out of 60) US forces are poised to cross a major river with little to no serious opposition. The rear is secure and forces are rapidly moving up from the South to support the advance towards the heart of Tokyo. The fleet is steaming up the bay allowing Naval bombardment to hit coastal hexes. The remainder of the Japanese Navy poses little threat with most damage to US forces coming from naval mines. 15 - Turn 10 Big Picture