Panzer Grenadier Battles on April 25th:
Army Group South Ukraine #2 - False Hope Hammer & Sickle #39 - Insanity Laughs
Army Group South Ukraine #3 - Expanding the Perimeter Iron Curtain #20 - Insanity Laughs
Broken Axis #12 - Târgu Frumos: The Second Battle Scenario 1: Preliminaries New Zealand Division #10 - Medaglie d’Oro
Broken Axis #13 - Târgu Frumos: The Second Battle Scenario 2: Spoiling Attack
Whee whee whee all the way home
Author dricher (Japan)
Method Face to Face
Victor Japan
Participants unknown
Play Date 2015-01-17
Language English
Scenario KoTr012

On to the sixth battle of the Kokoda campaign. As I rate scenarios, the ratings will be based on the scenario as a stand alone scenario, not part of the campaign. I’m not sure if early scenarios benefit one side with the intent to gain a point lead, with later scenarios designed to close that gap, so I need to consider each as a stand alone.

The Australians have decided to abandon the six villages, and are fleeing off the south end of a double map setup. Victory for this scenario for both sides is based on one point each for every enemy step lost, and one point each for each step exited off the south end. Australians set up primarily around the Rest House and Alola, while the Japanese control the eastern side of the trail down to Abuari and the extreme north end of the map.

I expected this to be a Australian-leaning scenario, with the Aussies throwing out some rear guard to delay the Japanese while the main body ran off the map. I still suspect that will work, but my opponent didn’t execute it properly. He ran fast, trying to get to the southern map, but the Japanese managed to clobber any trail guards he established, and managed to hit the southern fork while his Rest House troops were trying to run by. Both sides made a series of errors, and I managed to roll five “1s” and one “2” out of my first seven rolls on the 30 assault column (where I carved out single units against my assault monster stacks). Opfire and assaults actually resulted in the Aussies having a 2 to 1 margin on inflicting steps, but that only lasted a short time. Eventually Japanese assaults and mortars cut small segments of the Australian force up and destroyed them.

Part of the Australian force had to cut into the heavy jungle to avoid the Japanese trap at the crossroads. Counting turns versus distance, I realized these six units could not exit without coming back to the trail, so I screened them long enough to ensure they would score no points. He slowed down my primary force racing down the trail, but could not afford to set up a defense until the very end of the trail. At that point he chose to fight with his few remaining on board forces, and step exchanges were slightly in his favor. But the bulk of my force worked around the assault hexes and exited the board.

In the end, the Australians inflict six steps (plus two leaders) on the Japanese, and exit 12 steps. The Japanese inflict 20 steps (plus two leaders) on the Australians, and exit 37 steps. Each side has about another 15 steps remaining on the board as well, but these count for nothing. A major Japanese victory.

End score for the scenario, Japanese 57, Australians 18.

Rated this scenario as a 3. Both sides made several mistakes, but the Australians more so. And there is very little opportunity to recover from those mistakes. A strong Australian defense wall and trail defense will frustrate the Japanese, while a Japanese penetration will wreak havoc on the Aussies. The scenario has the potential to be pretty balanced, but it is not the gunfight I would prefer. Decent scenario, but limited action for the running Australian player.

Campaign score: Japanese 192, Australians 36.

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