Panzer Grenadier Battles on April 19th:
Conquest of Ethiopia #29 - Second Ogaden: Battle of Bircut Road to Berlin #68 - Batteries of the Dead
New Zealand Division #7 - Night Action at Takrouna Road to Berlin #69 - Dutch Treat
Sushi anyone?
Author Brett Nicholson
Method Solo
Victor United States
Play Date 2014-07-07
Language English
Scenario Guad022

Another blockbuster of a scenario with a potential 145 turns though I was able to wrap this one up before the conclusion of turn 61. This one seemed a lot like the other battles on the Matanikau at first glance, on paper, but once it was set-up and the dice began to roll it played out much differently than the others. This time the marines start out in a better attacking position with most of their forces ready to roll across the Matanikau right away. The Japanese on the other hand are outnumbered at least 2-1 for a change and crippled with a poor defensive positioning, even in the jungle, and are composed of many reduced units. Not only that but I seemed to manage a very poor Japanese leader draw, especially for the front line units with very few having morale modifiers. The only thing that seems to be holding out is the overall Japanese morale at 9/8 except for the SER units.

In the marine's favor they have twice the amount of OBA available to them (3 x 18, 3 x 10) than the last slugfest across the Matanikau and will have more frequent air support as well, this time appearing on a 5-6/D6 roll each full daylight turn. The Japanese VCs seem easily obtainable with only having to eliminate 9 American steps while the Americans must either push back all opposition west past all xx17 numbered hexes and/or eliminate 21 Japanese steps.

The battle began at 05:00, just before sunrise with both sides sending out lone leader spotters for indirect fire as any combat units that moved during night turns would become disrupted. Other than a few failed morale checks neither side gains or loses any ground or takes any losses straight away. The Japanese remain static within their dug-in positions except for some SER units deployed further west that slowly move to make contact with marine recon and scouting units attempting to flank the main defenses. The first loss comes from the Americans at 07:15/turn 10, when a Major is eliminated through compound demoralization resulting in a catastrophic loss; units in his hex have to make a second morale check and are left in poor shape at the front lines. However, as tempting as it seemed the Japanese did not make an assault across the river but held out patiently. This initial loss only seemed to infuriate the marines rather than keep them in check and on the following turn superior American DF takes out a step of dug-in HMGs for the first of many Japanese losses to come. By 09:15/turn 18 the first Japanese dug-out is eliminated and the Americans have crossed the Matanikau gaining a foothold into enemy territory. Soon after the combination of OBA and air-support really begins to wreak havoc with one air-strike alone taking out a 75mm and 81mm unit in one sweep leaving just a lone 81mm mortar left for Japanese on-board indirect fire support. Meanwhile other marine units begin to form a solid line on the east bank virtually unopposed while the scouting units make contact with elements from the 39th Field Road Construction Unit. Not much was expected from these SER units other than to slow down the American advance and to delay American units from entering the xx17 hexes which would in turn activate the marine reserves from the 3rd battalion to be able to advance and reinforce. However, it is opportunity fire from these expendable SER units that inflicts the first American step loss at 11:15/turn 26 and by doing so exceeded their expectations.

A few more steps of marines are lost from opportunity fire bringing american losses up to 3 steps but by that time Japanese losses mount to an average of six to every American one. All the while the northern part of the defenses by the coast are crumbling with marines pouring across the river. By 16:00/turn 45, the Americans have easily eliminated the required 21 enemy steps to meet their VCs; now they just had to hold out against the inevitable Japanese counterattack and not take any more than five more step losses to hold on for the win. By this time though there is not much of a Japanese force left to make very many effective assaults but they have to assault when and wherever they can. The Japanese are just no match against superior American DF this time around. In the past battles on the Matanikau first the Americans would eliminate enough enemy steps but lose hold of their victory from their own losses once the counterattack began, ending the battle with a draw. This time that spoiling tactic did not work for Japan and a static defense was the wrong way to go. One bold assault was made on an American postion with some of the very few remaining full-strength INF units left. Though the Americans did lose another MAR step (for a total of 4 steps lost) that assault was never able to get reinforced as needed to continue on effectively. The Americans had gained so much ground that the only path left available for the Japanese to get fresh INF units into the attack required them to leave the cover of jungle and once they did they were easily annihilated in the open, on the beach by the combination of OBA, air-support and DF. Once the first day began to draw to a close I realized that it was a lost cause for Japan to be able to force a draw out of this battle like they had done so many times before. However, I played it out just while longer until night began to fall and did not call it quits until there were only a few reduced, leaderless and stranded Japanese INF units left along with a few lower-moraled SER units. When visiblity decreased to one hex at 19:45/turn 60 there was no point in trying to move any remaining Japanese units as they would become disrupted. In the one assault hex there was just a reduced INF unit left to make an attack and even if it survived the American first fire it would not be powerful enough to force an American step loss but at 20:00/turn 61 it went through the motions anyway and was promptly destroyed. It was then that the Japanese ultimately gave up and retreated back into the jungle allowing the Americans to hold on to their victory for once.

Out of all the epic-lengthed 'Guadalcanal' scenarios with 100+ turns I enjoyed this one the most and rated it a solid "4". I think in hindsight the best the Japanese can do is go on the attack and assault the marines right away as remaining atatic most of the duration did not work out this time. Even then I don't know how they can follow through for the win without losing 21 steps but the stats do claim one win for Japan so there must be a way. I did selfishly like winning with the Americans in this one and their victory was complete by the time night fell with 80+ turns left. I chose a slow and methodical path with the marines and it paid off. Reading the previous AAR another player was able get an American win much faster in half the time but at a higher cost in American losses and a lot closer to a draw. I can recommend this one for solo play and seems to be a little less daunting given the turn length. If it took someone the full 145 turns to get a decisive result then they must of been very good at playing the Japanese or very poorly at leading an American attack I suppose. I would also be very interested to read a future AAR with Japan taking the win as to how it was managed. In my go at it the Japanese all told lost a total of 17 leaders and 39 steps; clearly their worst defeat yet in terms of numbers. I don't think in any PG scenario played as of yet had one side lost that many leaders - a whole lot of seppuku going on with this one!

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