Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
Dying for the Emperor
Author Brett Nicholson
Method Solo
Victor Draw
Play Date 2014-06-15
Language English
Scenario Guad018

'Guadalcanal' has provided a few milestones for me in the terms of the most game turns actually completed but this scenario was the largest I've played so far in regards to the counter density; over 200 counters. However, a good portion of those units never made it on to the map or were needed for play. In fact it took 11 turns just to get all the starting marine units on map and the Japanese SNLF units deployed west of the Matanikau only moved east twice during the battle, never to make contact with the enemy due to the jungle fog of war rules.

The victory conditions for both sides give two options each; the Japanese must control all hexes within 4 hexes of #1826 OR eliminate 13 American steps while the Americans must clear all Japanese units within 4 hexes of #1726 OR eliminate 16 Japanese steps. Also, if any of the American reinforcements from the 1st Raider Battalion are used then the Japanese only have to eliminate 10 American steps to win, so it's best to leave those units in the box unless you really want the Japanese to win or at least get a draw. Chances are the Raiders won't make it to the battle in time to make a difference anyway.

There's not too much to write about the battle as it was a lot like the earlier "Battles on the Matanikau" scenarios but only 35 turns instead of 100+; same jungle, different day. However this entire battle took place on the eastern bank of the Matanikau with the Japanese forced to leave the cover of a lot of jungle hexes in order to attempt to hold their VC mandated territorial objectives. Because of this they were at a disadvantage with attacking marines with superior DF capabilties but this also required the marines to leave a lot of jungle cover to make contact or attempt to take their objectives. So what ensued was a very intense firefight between both sides but with superior firepower the marines were able to eliminate 16 Japanese steps by 14:15/turn 19. However, the problem now was how to hold onto victory without withdrawing too far back and letting the Japanese take control of the hexes they needed to win. By this time Japanese Army stragglers had managed to get to the American flanks and go into crazed suicidal assault mode while the marines desperately began to dig-in and try to hold out until the scenario's end. Unfortunately the frantic and desperate Japanese assaults prevailed and by 16:30/turn 28 had managed to eliminate the 13 required American steps but at an incredible human cost. Japanese losses reached 32 steps along with 8 leaders to reach their goal but that was what it took to force the draw; many times after American first fire the assaults were only rolling on the 9 column but in more cases than not the Japanese were able to roll the needed "6" to force an American loss.

Anyway, pretty much standard fare for 'Guadalcanal' but on a good day it is possible that the Americans can win this one if they are able to withdraw faster (but not too far) after meeting their enemy step loss requirements. They only had 8 more turns to go to hold on before the Japanese caught up with them in force. American air-support was very limited and only appeared twice during the 28 played turns and both times was not used as the worst lot of aircraft were drawn and fog of war intervened before those could even be used. Anyway, this one is a mere prelude to the epic battle to follow the next day (#19-"October on the Matanikau II") at a potential 108 turns length where likely all 200+ counters may actually come into contact, even the SNLF and raiders. I give it a standard "3" rating.

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