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Alaska's Warriors
Alaska's War #1
(Defender) United States vs Japan (Attacker)
Formations Involved
Japan 3rd Maizuru Special Naval Landing Force
United States 297th Infantry Regiment
Display
Balance:



Overall balance chart for AlWa001
Total
Side 1 6
Draw 0
Side 2 7
Overall Rating, 15 votes
5
4
3
2
1
3.13
Scenario Rank: 663 of 913
Parent Game Alaska's War
Historicity Alt-History
Date 1942-06-09
Start Time 08:00
Turn Count 24
Visibility Day
Counters 26
Net Morale 0
Net Initiative 3
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 145
AAR Bounty 111
Total Plays 13
Total AARs 11
Battle Types
Urban Assault
Conditions
Naval Bombardment
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps
Alaska's War Base Game
Battle of the Bulge Counters
Guadalcanal Counters
Introduction

The Japanese landed on Attu and Kiska expecting to find them occupied by American troops, most likely from the Alaska National Guard inducted into federal service the previous year. The Guard had just one battalion of infantry, supplemented by several units of "Alaska Scouts" recruited from the Eskimo and Aleut population -- Maj. Gen. Simon Bolivar Buckner of the Alaska Defense Command frowned on including non-whites in the Guard proper.

Conclusion

While Alaskan politicians had urged a forward defense, Buckner kept his troops concentrated around key locations and the Aleutians were not defended against the Japanese invasion. There was one casualty, the husband of the local school teacher was killed by the Japanese -- it's unclear today whether he resisted or was murdered. All of the island's 40 inhabitants were carried off to Japan, where half of them died in captivity. After the war, they never were allowed to return to their island home.


Display Order of Battle

Japan Order of Battle
Imperial Japanese Navy
United States Order of Battle
Army
Marine Corps
  • Foot

Display Errata (2)

2 Errata Items
Scen 1

Special rule #5: Cruiser Guns should read "At the Start of each turn ending in 00 or 30..."

(PG-Tank Dude on 2010 Apr 30)
Scen 1

Special Rule 5 is only meant for the Japanese. The Americans have no OBA.

(PG-Tank Dude on 2010 Apr 30)

Display AARs (11)

Alaska's War Scen #1 Alaska's Warriors or Misery in the Muskeg
Author PatC
Method Solo
Victor United States
Play Date 2011-04-11
Language English
Scenario AlWa001

The U.S. set up in an arc around the town with 2 platoons and a leader guarding the trail to the left rear of the village. The Japanese set out arcoss the muskeg directly for the village. They also sent a 2 platoon force on the road and the trail to flank the village. The Japanese suffered a number of disruptions due to the muskeg and forced marches (AP website). But dispite this they were still strong enough to launch an attack on Allied line. The allies attempted to flustrate the Axis OBA by moving back one hex. This was only partially successful as several platoons became mired. The OBA was mitigated somewhat by the -1 col bombardment modifier for the muskeg. By 11 am the Japanese were withing 3 hexes of the village. They were usually getting the first shot due to their higher morale. Despite this both sides had lost only 2 steps up until this point. The Axis by now were on three sides of the village. The U.S. had only 3 platoons defending. Two were in the village and one on hex 1904. Two of these three were disrupted. The rest of the U.S. force had fallen back demoralized beyond the road. This was the Axis high water mark. They made no progress after this. The Allies managed to hold the village with the help of a 10-0-1 leader. On the last two turns the Axis fell apart with two steps lost and two steps routed away. The flanking force had lost another two steps and never threatened the village. At the last gasp they failed to activate and their last chance passed. This was a neat scenario. The muskeg in combination with the forced march rule make an interesting mix. The allies were lucky to have held on in the end flustrating Japanese assaults. I plan to due the whole Alaska War scenario set. Starting with scen 2 I will be campainging a U.S. Lt. just to see how it goes.

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Fighting tooth and nail for a shanty town
Author armyduck95
Method Solo
Victor Japan
Play Date 2011-12-31
Language English
Scenario AlWa001

Summary: This scenario was a lot more fun than I thought it would be and it was very well balanced and brutal. Victory hung on possession of key terrain (the town) and until the Japanese wrestled it from the the Americans after nearly two hours of house to house assault.

US Mission: Defend to defeat Japanese. Japanese Mission: Attack to defeat US.

US Plan: establish dug-in defensive line anchored on the town in 1905. In Hex 1905, HMG, CPT, and PLT positioned to use HMG superior range to rake enemy approaches from the western track or across the Muskeg. 2006 (SGT,2 PLTs) and 2007 (LT,2 PLTs ea) to deny enemy a rapid advance down the track with reserves in 2105 (PLT) and 1904 (Scouts, LT). Have successive adjacent positions to laydown fire as Japanese will eventually overtake initial positions, and have options to force Japanese into Muskeg and combine adjacent hexes for +3 shifts. Scouts were to be the BN reserve/counterattack force into the town so that their short range weapons, but higher morale could negate the morale of reduced SNLF forces.

Japanese Plan: From a bridgehead at Hx 0808, use the fog to cover the rapid advance of the SNLF down the tracks. Avoid the Muskeg accept to get adjacent to US forces for assault. The SNLF would advance as a column down the track to the town and synchronize assaults with Cruiser fire and HMG direct fire.

Execution: 0800-0930. PREPARATION The Japanese had some difficulty getting off the beach as two PLTs became mired attempting to get on the track from Hex 0708. It took three turns until morale was successfully rolled to get them back to good order. The rest of the column advanced and stopped short of spotting distance in order to take a tactical pause for stragglers to catch up and synchronize the advance with Naval fire support. Meanwhile the US used the opportunity to get all forces dug-in. Beyond some disruption and recovery, Japanese Naval Gun Fires was inconsequential at this time.

0945-1100: ATTACK. Cruiser gunfire shelled spotted position in Hex 2007 while the SNLF column advanced rapidly to get adjacent to the US position. 2007 was disrupted, and the whitering hail of HMG fire from the town was not sufficient to stop the SNLF charge down the track. The SNLF column performed a BANZAI against 2007 and sustained 1 step loss and became locked in combat. The HMGs suppressed the town while the remaining SNLF began flanking from the South side of the track through the Muskeg to deny US HMG direct fire. Some leaders and a PLT got mired, but it did not sufficiently stop the tempo. At 1000hrs, the Japanese successfully took Hex 2007 when the Commander himself brought a PLT up into the fight. The US lost 3 steps, but the SGT escaped to 2006. CRITICAL EVENT: US fire power had an opportunity to get 3X result on the Japanese, but rolled poorly and the Japanese survived morale check to maintain their BANZAI into Hex 2006. By 1100 hrs, the US had lost Hexes 2006, and 2007, 6 steps and 2 leaders. The Japanese lost 4 steps.

1100-1215: 1st ASSAULT. The SNLF took a turn to combined reduced PLTs to maintain the "9" morale advantage while also suppressing fire into the town with Cruiser Guns. The SNLF Command committed a 3rd BANZAI into Hex 2105 and eliminated the US Platoon after two turns. The SNLF committed its first assault into the town (2 x PLTs, and 2 x LDRs). The American committed his reserve scouts and a recovered PLT from 1904 into the town to match reduced SNLF "8" morale and remove that assault advantage. By 1215, the US lost 4 steps (total 10) and the Japanese lost34 steps in the town (total 7).

1230-1345: 2nd ASSAULT. When the Americans assaulted again, the SNLF was able to sacrifice 1 reduced Infantry PLT and successfully withdrawal and re consolidation of the Japanese for another major push (remember your BANZAI rule for withdrawals). The SNLF had a turn where they were able to combine squads again. They bombarded the town again, and combined direct fire to demoralize the Americans in the town. One US PLT fled with the BN CDR. With two turns remaining they did a final assault and captured the town killed the reduced HMG and forced the Scouts LT to flee. As a final insult to US injury, the US CPT rolled a "12" on his recovery and sank into the depth of the Muskeg. US would have won if they held the town.

Victor: Major Japanese Victory - 17 VPs (5 VPs for town + 12 US casualties) vs. US 8 step VPs Casualties: US: 12 of 16 steps (75% casualty rate), 3of 4 leaders (75%) Japane: 8 of 18 steps (45%), no leaders lost

Japanese Observations and Techniques;

  1. Fortune favors the bold - the high morale and superior assault abilities of the SNLF make them ideal for getting in up close with fire and maneuver. The US HMG will outrange the Japanese so move as quickly as possible to mass forces in an assault. I believe it is worth stacking 3 counters per hex on a track to avoid Muskeg, and risking friendly fire from cruisers to soften up adjacent hexes before assaults.

  2. Avoid the Muskeg and use the tracks - except to get adjacent for an assault, do not take a direct advance across the Muskeg. You just risk desynchronizing your attack. With no US bombardment value, the Muskeg does not protect you. In my opinion it is better to mass 3 units on a track for a +1 column shift instead of dispersing them to Muskeg for a +1 column shift anyway and the potential of being mired.

  3. Tactical Pauses maintain Tempo. The SNLF force had the initiative in 23 of 24 turns. The SNLF works best in synchronized combination with the Cruiser fire and their HMGs and should constantly seek to combined direct fire while launching an assault. Pause when necessary to get forces massed in position and to combined reduced squads to maintain superior morale in close combat and mass direct fire.

US Observations and Techniques:

  1. Dig-in. Muskeg does not prevent you from digging in. There is nothing in the rules and historically, while the swamp as mucky with a high water table, forces were able to dig trenches and carve out some foxholes. The track hexes are better as those are to be treated a "clear hexes. Digging-in at least gives the US a fighting chance to disrupt Japanese assault with first fire.

  2. Alaskan Scouts. I might have used my Scouts a bit differently to screen the Japanese forces and deny them the use of strategic movement. By starting them out as far out as possible either along the track in 1909 or in the Muskeg in 1507 they could rapidly advance to within 5-6 hexes of the Japanese without threat of direct fire and could move constantly without threat of OBA. The benefit is that by turn two the Japanese would have been slowed because they were kept in LOS of the the enemy. This might have dealyed events by a critical 1-3 turns to retain the town. The Scouts would still never get decisively engaged with the SNLF and must retrograde back to be a reserve. because of their short range and lower firepower, their 8 morale force is a good counterattack force against hexes with reduced SNLF forces with morale "8" - this will negate the column shift the Japanese get for attacker with superior morale.

Recommendations: I DO Recommend this scenario with a "3" 1. Play with all optional rules, especially strategic movement. 2. Balance suggestion - Japanese Naval Guns halved until target hexes are actually spotted.

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Alaska's Warriors
Author driddle01
Method Solo
Victor United States
Play Date 2012-05-18
Language English
Scenario AlWa001

The US sets up with the HMG and platoon in the town with a perimeter of INF towards the beaches where the Japanese are landing. The Japanese set up along the beach in stacks of two. The battle starts slowly as the Japanese move one hex a turn through the terrain.

As the Japanese near the defensive perimeter, they split into a base group of two HMG's with two SNLF platoons, and a flanking force. The US begins to consolidate theie defenders as the Japanese intentions become clear.

The Americans fire on the attackers as soon as they are in range, and the two sides exchange fire with little effect. The Japanese flanking force ignores the fire and closes with the defenders. The American fire on the flanking force does not slow them down, and the Japanese assult the US right flank. With higher morale and Japanese bonus, the attackers eliminate the defenders within a couple of turns.

The Americans begin a slow withdraw with their main force towards the town. The Japanese continue to close with some fire exchanged. The Americans make a last stand in the town, as the Japanese close in. The Japanese flanking force assualts the town, but the town modifier neutralizes the morale and Japanese bonuses. The forces in the town suffer, but so do the attacking forces. The game ends with both sides still in the town. The US holds on for a minor victory by retaining control of the town.

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An Aleutian Struggle
Author Schoenwulf
Method Solo
Victor Japan
Play Date 2018-01-22
Language English
Scenario AlWa001

In the early morning hours of June 9, 1942, Japanese forces from the 3rd Maizuru SNLF landed on the westernmost point of land in North America to establish a beachhead there. As they moved south in heavy fog toward the Attu village, they encountered elements of the 297th Infantry Regiment of the Alaska National Guard. The Japanese Commander and his units followed a track through the muskeg, while the other units attempted to head directly south and encountered resistance north of the village at 0930 hours. By 1100, the northern Japanese group was within ½ mile of the village, but the western group was being slowed by an Alaska Scouts platoon. Noon found all the allies pushed back to the outskirts of the village. Commander Koketsu led his western group in a banzai charge while the northern units provided covering fire. At 1315 hours, the western group assaulted the village directly, and the Alaska Scout platoon was eliminated while fleeing the village at 1345 hours.

This scenario plays out over the muskeg terrain of the Aleutians, making movement a key variable due to miring and giving a slight advantage to the Alaska Scout platoon. Capture of the town is the primary objective with eliminated units also providing VP’s. In looking at this scenario, it seemed as though it would rate an average rating at best; however, after playing it that rating was increased due to the excellent balance seen in this playthrough. Although it ended up a minor victory for the Japanese with 11 VP’s (village plus 6 US steps eliminated) versus 7 for the Americans (7 Japanese steps eliminated), it could have gone either way on the last turn. The Japanese assault ended up demoralizing the Scout platoon holding the town; when they were forced to flee without cover, they were eliminated by exit fire. Had they rolled a lower number on their morale attempt and recovered, they would have remained in town at game end and given the Americans a 7-6 minor victory. The Japanese benefit from OBA and initiative advantage, while the US Scout platoon and overall US firepower are an advantage for them.

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Japanese charging under fire.
Author GeneSteeler
Method Solo
Victor Japan
Play Date 2010-05-24
Language English
Scenario AlWa001

0800 - 0900 – Japanese forces begin to trudge through the Muskeg as their off-shore cruiser begin to bombard the small town. As they near the town the American HMG platoon begins to open up long range direct fire across the boreal swamp.

0915 – 0945 – American infantry prepares for the Japanese to come into range. Somehow, the Japanese escape casualties. Return fire eliminates an American INF platoon and their HMG is disrupted. (2-0)

1000 – 1045 – Soon demoralized, the American HMG retreats into the town to recover morale. American Infantry continues to be reduced and reduced (4-0). Somehow the Japanese are winning this long range battle.

1100 – 1145 – Japanese advance under heavy fire but somehow manage not to break. It is not until they advance to close range (200m) that they suffer their first casualties losing a HMG and SNLF platoon (4-4)

1200 – 1245 Japanese win the initiative and initiate assaults against the Americans. BANZAI!!! Although far superior in assault and morale, they are initially fought back by the American defenders (4-6).

Outside of the town, the fight is fierce, but the Americans are soon being overrun (8-7)

1300 – The Japanese push the assault to south of the town and continue to rout the Americans. In the town, the Americans weigh the odds of a counter-attack. If they don’t do anything, they will soon be overrun and likely be the last man “standing” (10-7)

If the Americans do nothing, they will likely give up a Minor Victory to the Japanese who have inflicted more casualties.

1315 – 1345 – The Americans assault in the town and the attack goes horribly wrong! The Americans lose a whole platoon. (12–7). Luckily they demoralize most of the Japanese who need to recover instead of counter-attacking.

Outside the town the last of the Americans are eliminated (13-7). The SNLF assault the town. The Americans are disrupted but hold on with 1 HMG and half an Infantry platoon remaining.

JAPANESE MINOR VICTORY!!!

Aftermath

A very quick battle, this one was over within an hour. Japanese are just short of a Major Victory (7 more VPs) which is why they pushed the assault on the final turn.

The Americans were very unlucky not causing any casualties to the Japanese as they were coming across the Muskeg.

Scenario Rating: Average 3/5

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Alaska’s War, scenario #1: Alaska’s Warriors
Author JayTownsend
Method Solo
Victor Japan
Play Date 2011-04-21
Language English
Scenario AlWa001

This was interesting, as the Japanese were invading the Island for the change. They have a killer morale and high Initiative as well as some nasty off-board Cruiser guns. The Americans must hold the town and eliminate steps and Japanese must take the town and eliminate steps.

This was more of a slugfest battle then the other scenarios from this supplement that I have played. I mean the Town is key, being worth five victory points. It took the Japanese 23 out of 24 turns to finally capture it but at this point the points still totaled a draw, however they had one more turn to try and get one more American step loss and by luck, the Cruiser fired one last parting shot at demoralized retreating American Infantry forcing another demoralized check step loss. Now the Japanese have a victory only by one point and with all their step losses it feels like a very hollow victory.

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SNLF Battles the Muskeg - and Some GI's Too!
Author KirkH (Japan)
Method Face to Face
Victor Japan
Participants ChrisH
Play Date 2015-09-06
Language English
Scenario AlWa001

Played my son. He was the US forces and I played the Japanese attackers. He set up his defenders in a rough semi-circle roughly three hexes north of the town. The Japanese began their slow slog through the muskeg toward the Alaskan town and suffered a couple disruptions along the way. As they approached the US troops, the Japanese cruiser was able to demoralize the forward American HMG, making the Japanese approach a bit easier. As the Japanese approached the American lines serious fighting ensued. The Japanese lost a platoon but the GI's lost a number of platoons to heavy Japanese fire and assaults. With ten turns to go the victory points were tied. The Japanese had eliminated far more steps, but the Americans still held the town. As the scenario wound down, the Japanese used their superior morale, assaulting ability, and the fire from their offshore cruiser to wear down the American defenders. With four turns to go they eliminated the scout unit defending the town and won the game. Not a bad scenario, but one the Americans will have a hard time winning.

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Invading the US Was Not As Exciting As One Might Think ?
Author vince hughes (Japan)
Method Dual Table Setup + Email
Victor Japan
Participants Shad (AAR)
Play Date 2010-08-06
Language English
Scenario AlWa001

Scenario one was played in a form of PBEM with our glorious host, so will count as a non-solo game.

So What Happened ! I hear you cry

Unlike the previous poster, the Japanese did not trudge across the muskeg bogs towards Attu's town, but instead, thundered at great speed along the track and reached the edge of the town in good order after 4 turns.

The Americans tried their best to fight a fallback defence but as each of them eventually became DIS or DEM they were charged down by frenzied Japanese infantrymen and harried by MG platoons as well as off-shore cruisers harrassing them. In this way the Americans were slowly eliminated.

Not too much going on in this scenario really. If I were to try a US tactic, I would perhaps also advance up the track toward the enemy in groups of 2 x platoons with a hex gap between each group. Then, jostle around here and there to make the pre-plotted cruiser guns get a hard time zeroing in on them, and hold that track so that the Japanese can only go through the boreal muskeg or charge frontally. It still probably won't work, but 3 x Jap INF attacking 2 x US INF with a US INF nearby as assault reserve may string it out longer ?

Casualties : Japanese 2 steps, Americans 10 steps

It nearly got a 1, but probably attained a two for the fun part of 'chatting' with Andy as well as the novelty part of my first outing with Japanese on the board ?

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Muskeg mistakes...
Author Shad (United States)
Method Dual Table Setup + Email
Victor Japan
Participants vince hughes (AAR)
Play Date 2010-08-06
Language English
Scenario AlWa001

I played this scenario via PBEM with Vince Hughes and it was... unexciting? As the Americans, I made a pretty silly mistake and set up a nice layered defense out in the muskeg north of town. Of course, as Vince has already mentioned above, his Japanese simply sprinted down the track along the western edge of the play area and caught me unable to react in a stirring reenactment of John Cleese's Lancelot storming the wedding party at Swamp Castle. The end!

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Well, it plays quickly
Author Hugmenot
Method Solo
Victor Japan
Play Date 2012-07-14
Language English
Scenario AlWa001

I decided to follow the American strategy suggested by Herr Hughes. It worked in part as the Japanese cruiser guns hit their target only 3 times in 6 hours.

The Japanese followed the trail to the until they encountered resistance. They assaulted whatever group was in their way and sent a few platoons around to speed up the process. Rinse and repeat for the next 4 hours.

They reached and assaulted the town at 12:30 (turn 19) and just stared at the Americans for the next 30 minutes as the Japanese were 8 already points ahead. The Americans assaulted at 13:15 in an attempt to lessen the defeat from major to minor, but they lost two more steps and decided to give up.

Japanese major victory.

As the Japanese had better rolls than the Americans in the assaults, I am unable to say whether Vince's suggestion is a good one. The scenario is not interesting enough for me to give it a second go.

I rate this scenario a "2".

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Plodding bloodshed
Author Shad (United States)
Method VASSAL
Victor United States
Participants plloyd1010
Play Date 2023-03-07
Language English
Scenario AlWa001

The Japanese begin the scenario defeated due to the VPs awarded for the town which is under American control at the outset. They are then forced to slog through muskeg up to the gates and hope they don't take too many casualties.

This time I deployed my forces better and while Peter's pressure pushed the Americans to the limit, they didn't break and I squeaked out a minor victory by the thinnest of VP margins. Another 5 turns and he'd have won for sure.

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