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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Battles on the Matanikau II
Guadalcanal #17
(Attacker) United States vs Japan (Defender)
Formations Involved
Japan 124th Infantry Regiment
Japan 3rd Kure Special Naval Landing Force
Japan 5th Yokosuka Special Naval Landing Force
United States 1st Marine "Edson's" Raider Battalion
United States 5th Marine Regiment
Display
Balance:



Overall balance chart for Guad017
Total
Side 1 3
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 336 of 940
Parent Game Guadalcanal
Historicity Historical
Date 1942-09-26
Start Time 11:00
Turn Count 120
Visibility Day & Night
Counters 137
Net Morale 0
Net Initiative 1
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 173
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Rural Assault
Conditions
Hidden Units
Naval Bombardment
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Guadalcanal Base Game
Introduction

Only the morning of the 26th the 1st Battalion 7/2nd Battalion, 5th Marines composite force continued the march to the Matanikau, which they reached in the late morning. Meanwhile the 1st Marine Division HQ had ordered the 1st Raider Battalion forward.

Conclusion

The Japanese believed an amphibious landing behind their lines was coming and deployed troops to counter it. a mis-communication on the 27th led the 1st Marine Division staff to believe the Japanese were retreating and a landing was quickly laid on the disrupt it. It went badly and the three companies that were landed were forced to withdraw under fire with heavy casualties. The operation was judged a failure as the Japanese were not cleared from around the Mataikau area and Marine casualties probable exceeded those of the enemy.


Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Imperial Japanese Navy
United States Order of Battle
Marine Corps
Navy
  • Misc

Display AARs (2)

Dobson's Choice
Author Schoenwulf
Method Solo
Victor United States
Play Date 2019-05-12
Language English
Scenario Guad017

Battle Report: Mid-morning of September 26, 1942 saw a continuation of the fighting along the north stretch of the Matanikau River on Guadalcanal. Japanese survivors from Edson’s Ridge and troops from the 124th Infantry Regiment, 3rd Kure and 5th Yokosuka Landing Forces were situated south and east of the village by the river mouth within a 1K radius. Marines from the 1st Battalion, 7th Marine Regiment & 2nd Battalion, 5th Regiment, 1st Division were positioned on the large hill about 1.5K south of the village, while troops of the 1st Raider Battalion approached it from the east along the coastal track. The latter were rebuffed fairly quickly by Japanese fire from both village and jungle, but US air support had driven the Japanese from the ridge directly south of the village by 1130 hours. By 1330, the US controlled both small ridges located between the large hill and the village. A Japanese combined force of infantry and SNLF troops threatened the position on the south ridge but was quickly rebuffed an hour later. Even though American air support pretty much disappeared after noon, the US still held a well-enforced line in the jungle 0.7 K south of the ridge by nightfall. In a daring move, Lt. Dobson had taken a Marine platoon around the Japanese line and was 1.5 K west of the village by 2015. Hand-to-hand skirmishes continued south of the village into the night as disoriented units stumbled into one another in the dense jungle. Meanwhile, the Japanese mobilized a couple of platoons to track down Dobson’s unit, which was cut off behind enemy lines. At 2230, the Americans entered Matanikau village and found that it had been deserted by the Japanese due to Dobson’s breach of their perimeter line, but there were still active patrols in the surrounding jungle. At 0300 hours, an HMG platoon finally arrived to reinforce Dobson’s position. When dawn broke, the Americans had established a semi-circular line that went south from the village for about a Km and then east for 2 Km where it turned north terminating after a short distance in a firefight with the Dobson group. At 0800 hours, the Americans had two strong bases established, one southeast of the village and another 1.5-2 K southwest of it. At that point, the Japanese defenders were down to 3 SNLF, 3 Seaplane and 2 HMG platoons, all reduced, and a single mortar platoon. An hour later, American troops secured the village, with the remaining Japanese forces sequestered on a ridge 1 K west of the village. By noon, the mortar platoon was the only remaining Japanese unit; after holding out for almost five hours, the ridge was taken, and the five remaining Japanese leaders offered their swords. The next day Lt. Dobson was summoned by General Vandegrift, who explained that his action proved valuable by splitting the Japanese forces but also had great risk for the men that had to bail him out on the west flank.

Analysis: This 120-turn scenario covers over 24 hours of fighting with both hex control and step loss objectives for both sides. Both sides are also affected by disorientation the entire scenario, and disruption when moving during the night hours. The scenario was played using 4th Edition rules and the village rules from Kokoda Campaign for the town hex at the river mouth. The objective hexes for victory by either side are close, which forces intense fighting for ground control. Once the step loss count for victory is reached, that side may try to save its units, with the US having the added advantage of being able to withdraw units by shore evacuation. The Americans also can build stronger fire groups with the availability of 9FP HMG’s and 6FP infantry. In this playthrough, some very low-odds die rolls early in the game by both sides led to greater unit loss than expected, but both sides sheltered their remaining units accordingly and went to sniping for step losses. Two “new orders” events has eliminated the Japanese objective perimeter and raised the Japanese step loss victory level to 18, but the Americans still had scored 28 Japanese step losses to 6 for their side by nightfall on Turn 36, primarily due to the stronger fire-groups protected by jungle cover. At that point, the Japanese had nothing to lose in pursuing the three remaining US steps needed to achieve a draw. They attempted to isolate US units that had been separated and disrupted while trying to organize or bail out the isolated unit on the eastern side of the Japanese line. By dawn (Turn 75), the step loss count was 38-8 with the Japanese trying to get at least one more American step for a draw, pending any “new orders” events. The game was played out to 120 turns because of the possibility of such events that might have increased the American step loss level, but none were needed as the Japanese were unable to get another step. So, the game ended in an American victory with units well inside the Japanese perimeter and a low enough step loss count to avoid defeat that way. It was remarkable that the Americans needed almost 20 turns to take out a single mortar platoon that was under assault more than half the time. Step losses ended up at 56 for the Japanese and 8 for the Americans. Despite its length, the scenario is enjoyable as it really gives the feel of a chaotic jungle battle consistent with the actual encounter.

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At least the amphibious landing was successful
Author Brett Nicholson
Method Solo
Victor Japan
Play Date 2014-05-22
Language English
Scenario Guad017

This battle turned very ugly, very fast for the Americans and right before nightfall, 19:45/turn 36, the Japanese had already eliminated the 9 required steps to meet their VCs. The Americans would be desperately fighting for a draw the remainder of the scenario, hoping that in the course of 84 turns left to go that they would be able to eliminate 16 Japanese steps.

The Japanese begin deployed in ideal locations, mostly together and most units already dug-in. Though the disorientation rule applies to both sides it only really affects the marines as the Japanese have no need of manuevering around, just standing their ground. The bulk of the marine forces go head-on against Japanese army units by the Matanikau while the other half of the force mostly gets lost in the jungle, never really able to pose a serious threat to the SNLF or Edson's Ridge survivors located further west. American air-support was a real disappointment and many times lost because of the fog of war as many marine and raider units were in critical condition that rallying became the priority.

The first night passed with more American losses and no assaults were attempted by either side due to the nightime disruption rule for moving units. Things just kept getting worse and worse for the Americans until the next morning. It was not until 06:30/Turn 79, the second day that the Japanese finally took a step loss while American losses were already in the teens. The Japanese lines by the Matanikau had barely been damaged and only two positions lost. All hope was placed in the reinforcements and that they would arrive in time to make a difference. This however would not happen until 13:00/turn 105, with just 15 turns left to go. The newly landed marines actually found their way in the jungle to the weaker Edson's Ridge survivors and achieved more in the last remaining hours/turns than the larger combined marine and raider force had managed after over 24 hours. It was all too little too late though. The fresh marine assaults began well and managed a good deal of enemy losses but soon became repulsed after the defenders reinforced the assault hexes and bit back. By 16:30/Turn 119 there was no way the Americans could inflict 6 more Japanese step losses to force a draw; not even with air-support (if available); a destroyer or with what capable ground forces that remained in good order. This one ended very much as the historical outcome had depicted as a failure for the marines and losses double than that of the Japanese.

Not a bad scenario though, just rather long. It's hard to say whether it was unbalanced but both sides probably have more of a chance at a draw than winning. I'm still in disbelief that in the course of 119 turns that the Americans could not inflict 16 Japanese step losses for the draw. There were very few uneventful turns and it was indeed an epic battle though fortune continued to favor the Japanese. Things could of actually have gone worse for the marines as there is a chance that they may not even get their reinforcements before the scenario's end. The landing forces just barely showed up having to roll a 6/D6 to arrive only every hourly turn and then not until or after 10:00/turn 93.

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