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
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Tanks of Guam
Ancient Armor #2
(Defender) Japan vs Guam (Attacker)
United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for AArm002
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Ancient Armor
Historicity Alt-History
Date 1941-12-10
Start Time 12:00
Turn Count 24
Visibility Day
Counters 59
Net Morale 1
Net Initiative 0
Maps 2: 101, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 176
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Scenario Requirements & Playability
Ancient Armor Base Game
Marianas 1944 Maps + Counters
Saipan 1944 Maps + Counters
Introduction

The U.S. Army assigned independent tank companies to its Hawaii garrison, but not to Guam, where the Washington naval limitations agreements also prevent fortifying the island outpost. A strengthened garrison, including tanks, would have been able to strike back against Japanese landings.

Conclusion

The American attempt to drive the Japanese into the sea would be complicated by their armor’s slow speed – and these were the fast tanks. The Japanese 37mm anti-tank guns might not have been able to do much against the Sherman tanks of 1944, but they were perfectly adequate if not devastating against the M1917 light tanks.


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

Guam Order of Battle
Guam Insular Force Guard
  • Leader
Japan Order of Battle
Imperial Japanese Army
  • Towed
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Busted Tanks and Bolt-action Springfields
Author Schoenwulf
Method Solo
Victor Japan
Play Date 2020-04-04
Language English
Scenario AArm002

Battle: After the Japanese landings on Guam in December, 1941, Japan established the South Seas Detachment to hold the island. However, the Guamanian Sergeant that had escaped from the Japanese landing assault mobilized a Guam Garrison and received assistance from the USA Hawaiin combined forces. The USA infantry troops were slightly hampered by dated equipment such as bolt-action Springfield rifles, but did include both mortar and tank platoons. This combined assault force moved east at noon and encountered Japanese resistance around 1330. By 1345 hours, Allied forces were assaulting the Japanese center, while both flanks continued to move west. The Guamanian/USA southern flank assaulted a Japanese infantry group at 1430 hours putting pressure on both the Japanese center and right. By 1545, all US armor had either been eliminated or broken down, but the Allied forces controlled the center and split the Japanese line around 1630. This left two Japanese fire groups on the flanks, and they took back control of their right flank shortly thereafter. As darkness fell, the Japanese left had held. Although the Allies had broken the Japanese line in the center, they were unable to drive the invaders from the island.Analysis: This 24-turn scenario demonstrates the “what-if” had the USA decided to strengthen the Guam garrison along the lines of the Hawaii one prior to the Japanese attack on Guam. Victory is solely driven by step loss. Since it is titled “Tanks of Guam”, one would think that the US armor would be of consequence; however, the combination of the tank breakdown special rule and the armor double step loss makes it difficult to utilize armor. This playthrough used a rather loose interpretation of the statement that there was “no additional penalty” when a tank breaks down other than a single step loss, so these breakdown step losses were not counted as double. Nonetheless, six steps were lost from the six tanks in play before they even reached combat. Exception was also taken to the 4th Edition rules on disorientation, as the scenario was played with the gentler approach used in the Saipan special rules. The best option might be to just count all tank steps as normal step losses instead of double, as this would give some balance. The extensive amount of jungle on the northern half of Map #83 makes an advance very time-consuming and disorganized, funneling the Allied front to the center and south portions of the map, with the slow tanks using the road until the first wreck blocks it. In the case of the Japanese units, they have a decided advantage in defensive setup in jungle and morale level that makes them very tough to overcome. Even with the house rulings, the Allied side suffered a solid defeat, losing 30 steps to the Japanese loss of 18.

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