The Sea Horse II Jungle Fighting #20 |
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(Defender) Japan | vs | United States (Attacker) |
Formations Involved | ||
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Japan | 124th Infantry Regiment | |
Japan | 228th Infantry Regiment | |
United States | 35th Infantry Regiment |
Total | |
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Side 1 | 1 |
Draw | 0 |
Side 2 | 1 |
Overall Rating, 2 votes |
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2.5
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Scenario Rank: --- of 913 |
Parent Game | Jungle Fighting |
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Historicity | Historical |
Date | 1943-01-11 |
Start Time | 07:15 |
Turn Count | 20 |
Visibility | Day |
Counters | 51 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: Guad-ME |
Layout Dimensions | 84 x 55 cm 33 x 22 in |
Play Bounty | 143 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Hill Control |
Rural Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Reinforcements |
Scenario Requirements & Playability | |
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Battle of the Bulge | Counters |
Guadalcanal | Maps + Counters |
Jungle Fighting | Base Game |
Introduction |
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The American approach to the southern edge of the Japanese positions called "The Sea Horse" was harder and took longer than planned. Thus on the morning of the llth the Japanese were at least aware of an American force to their south that probably planned to attack. Right they were. As the sun crept up in the morning the 3rd Battalion, 35th Infantry moved up. Not far behind was the 2nd Battalion. |
Conclusion |
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The 3rd Battalion's attack began slowly, but picked up speed as the day wore on. By the time the 2nd Battalion began arriving in the line it was obvious that their assistance was not needed. All but a few enemy positions were taken and those were cleaned up in the next three days. |
Additional Notes |
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Elsenborn Ridge or Cassino '44 may be used for the U.S. units. |
1 Errata Item | |
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Scen 20 |
The Bulge counter mix is short 2 U.S. Army INF. However, given the massive force disparity only the most incompetent commander in the history of the world would need them. And based on the reinforcement rules the chance that you even get to put these last two platoons in the field before you kill all the Japanese is for all practical purposes zero. (Shad
on 2011 Mar 19)
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Jungle Fighting #20 | ||||||||||||
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This is another exercise of "Can the Japanese roll a 2?" while the Americans eventually wear down the few bodies left in the entrenchment. Its not fun, or engaging. This is better than the last in that there is 1 hex the Americans can start on, or enter on where it is not adjacent to the Japanese trench. Americans have to be hyper casualty adverse, so they start with only there 3 x HMG stack on said hex and shoot the trench each turn while trading OBA with the Japanese. Japan cant return DF lest they forgo OP fire and the chances to roll a 2. So they sit there and shoot until they actually accomplish something. It took 9 turns to get the stack sufficiently suppressed to onboard another stack on INF past the suppressed op fire and into the Jungle on the left. From there it snowballs as there is another firing stack, and they eventually brute force the hexes once there is not enough resistance. Nothing to game here, very dull and repetitive. Its a very low 2, but IS a little better than the first Sea Horse. |
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