Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
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Scenario Intro 1: The Trail to Gorari, Day One
Kokoda Campaign #1
(Attacker) Australia vs Japan (Defender)
Formations Involved
Australia 2/25th Infantry Battalion
Japan 144th Infantry Regiment
Display
Balance:



Overall balance chart for KoCa001
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 474 of 598
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-11-09
Start Time 08:00
Turn Count 16
Visibility Day
Counters 26
Net Morale 0
Net Initiative 0
Maps 1: 35
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 147
AAR Bounty 163
Total Plays 4
Total AARs 1
Battle Types
Kill Them All
Road Control
Conditions
Scenario Requirements & Playability
Kokoda Campaign maps + counters
Introduction

With the advance of 16th Brigade stalled by the strong Japanese position at Oivi, 25th Brigade was ordered to move forward in support. They would travel along back trails before swinging back to the main trail at Gorari in the rear of the Japanese position. Things went well until the middle of the afternoon when the lead battalion, the 2/25th, turned to move back toward the main path.

Conclusion

The Australian forces were unable to reach the main track before darkness fell, but remained confident that they could be in position to cut off the Japanese position at Oivi during the following day.

Additional Notes

A version of this scenario was published as Kokoda Trail #29.


Display Order of Battle

Australia Order of Battle
Army
Japan Order of Battle
Imperial Japanese Army

Display AARs (1)

First ever game of PG
Author dougielb
Method Solo
Victor Japan
Play Date 2016-06-23
Language English
Scenario KoCa001

I received this in the post yesterday and got it on the table tonight, it's the first PG game that I have bought.

The Japanese managed to get to the key trail junction first and got lucky with a jungle disorientation roll to be able to have three stacks able to fire on the lead Aussie stack - I think I was right having them fire separately as jungle hexes don't allow combined fire from adjacent hexes.

After a few turns wandering through the jungle, the Aussie HMGs managed to get into a firing position and started to disrupt and demoralize a few Japanese infantry but always seemed to miss when they had a chance to hit disrupted targets. The supporting Aussie infantry were also suffering from disruption and never managed an assault.

The Japanese looked to push the Aussie infantry back with an assault but lost a step in doing so.

At the end of the game, both sides were locked together in vicious little battles with the Japanese winning through control of the victory hexes.

My initial thoughts are that firefights take a long time to have an impact which is historically accurate and that assault combat is likely to be bloodier and more disruptive to both sides so having reserves will be important in future scenarios.

All in all a positive introduction to the PG system and I look forward to more games in the future.

1 Comment
2016-07-06 01:30

Welcome to PG, and welcome to the PG-HQ community! You'll find quick and eager support for any playing questions or musings you might have in our forums. I hope to read many more AARs from you in the future, mate! :-)

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