Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Another Noisy Night on the Matanikau
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2019-09-10
Language English
Scenario Guad020

Battle Report: Late in the day on October 23rd, 1942, Japanese troops from 1st and 2nd Battalions of the 4th Infantry Regiment were joined by the 1st Independent Tank Company in an attempt to retake Henderson Field from the Americans. It was being defended by the 1st Regiment of the “Thundering Third” (3rd Battalion, 1st Marine Division), which had units east of the village all the way past the river bend. By nightfall the Japanese had penetrated across the Matanikau south of the bend, but American units held strong on their right flank that was anchored in the village. At 2130 hours, a Japanese armored group attempted to take the village but were turned back by fire from a Marine M3/75 platoon; however, the Japanese had turned the US left and established strong positions east of the river. Shortly after midnight, the US Lt. Colonel was captured by the enemy, and some chaos resulted. However, shortly after midnight, both sides called a halt to the skirmishing with the Japanese still holding their positions east of the river.

Analysis: This is a relatively short, intense and well-balanced scenario that uses hex control and step loss as objectives for both sides. The scenario was played using 4th Edition rules and the village rules from Kokoda Campaign for the village hex at the river mouth. The scenario is played on a very limited portion of the map, which leads to quite a bit of fighting. From a tactical standpoint, the Japanese should hold eastward advance until after dark to avoid American OBA and air support using the dense jungle for cover. Once darkness takes over, the LOS rules allow the Japanese to close quickly, and their strong morale is an asset in moving in for assault. This playthrough went back and forth, but the Japanese were able to spread the American forces, and the Americans only managed a draw by use of their OBA, risking friendly fire on adjacent hexes, to get the last two Japanese steps. A few very gracious die rolls factored in here. At game end, the US had a strong position west of the village, but they could not spread their units enough to keep the Japanese west of the river in the south. Step losses of 12 for the Americans and 11 for the Japanese resulted in a draw.

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