Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Milne Bay Scenario 5: Australian Pursuit
Kokoda Campaign #29
(Attacker) Australia vs Japan (Defender)
Formations Involved
Australia 18th Infantry Brigade
Japan 5th Kure Special Naval Landing Force
Display
Balance:



Overall balance chart for KoCa029
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-09-03
Start Time 01:45
Turn Count 24
Visibility Night
Counters 43
Net Morale 1
Net Initiative 1
Maps 1: 35
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Terrain Mods
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

On September 1st the 18th Brigade was brought forward to pursue the retreating Japanese. Australian attack plans were preempted by orders from Douglas MacArthur to prepare to repel a Japanese flanking attack from out of the deep jungle supported by destroyers in Milne Bay. The nonexistent flanking force never attacked, but the Australians stood to arms to repel them all the same. When they eventually resumed their attack against the actual Japanese, they found their enemies well-prepared to meet them.

Conclusion

From 1 Sep to 5 Sep the Australians engaged the Japanese in a series of running battles and gradually pushed them back into their landing areas. During the nights of September 4th and 5th, the Japanese were evacuated by naval ships.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Australia Order of Battle
Army
Japan Order of Battle
Imperial Japanese Army
  • Foot
  • Mechanized
Imperial Japanese Navy

Display AARs (1)

Pursuit
Author Juiceman
Method Solo
Victor Japan
Play Date 2021-06-13
Language English
Scenario KoCa029

For this scenario the Australians are on the attack while the outnumbered Japanese 5th Kure SNLF are on the defensive but they do get to set up hidden. The Aussies forces cautiously advanced down the trail but their leading platoons were ambushed by the hidden Japanese units that extracted six steps by turn 5 from the Aussie 18th Brigade. Two companies of Australians lead by a couple of good leaders managed to out flank the Japanese position and routed several platoons out of one village hex while threaten a second, but the butchers bill had been high for the Aussies as they lost another four steps coupled with FOW dice rolls ending the turn just when they were gaining momentum. In the end the Japanese counter attacked while taking another 3 Aussie steps on turn 17 to recapture the village hex lost earlier. The Japanese SNLF earned their major victory by controlling most of the trail hexes and eliminating more Aussies steps than they lost.

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