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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Jungle Fighting

Jungle Fighting boxcover
AP Series Panzer Grenadier
Designer Knipple
Game Type Expansion
Format Book / PDF
Release Date 2004-10
Availability Out of Print
Scenarios 42
Counters 0
Maps 1
Tour Veterans
Jungle Fighting Tour of Duty Ribbon
Overall Rating, 141 votes
5
4
3
2
1
2.82
Expansion Rank: 111 of 117
Popularity: Ownership & Activity
Status Owned by 26% Played by 9% AAR'd by 9% Medaled by 1%
Rank 15th of 168 31st of 156 24th of 153 35th of 94
Expansion Game Requirements & Playability
42/42 Jungle Fighting
42/42 Guadalcanal
31/42 Battle of the Bulge
Display
Balance:



Overall balance chart for Jungle Fighting
Total
Side 1 74
Draw 22
Side 2 40
box back

This supplement for the Panzer Grenadier system introduces the U.S. Army's role in fighting the Japanese. In Semper Fi: Guadalcanal we covered the U.S. Marines' tough fight against the Japanese for Henderson Field and the nearby areas. But Army troops came ashore on Guadalcanal in mid-October 1942, at the height of the struggle for the island.

box back map

Display Scenario List (42)


Display Order of Battle

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

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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 Errata (14)

14 Errata Items
Errata item for rerathbun

On page 21 under Special Rule 2, Fog of War, the second sentence should read, "The turn ends immediately if the three dice total 15 or more."

(rerathbun on 2013 Mar 25)
Scen 20

The Bulge counter mix is short 2 U.S. Army INF. However, given the massive force disparity only the most incompetent commander in the history of the world would need them. And based on the reinforcement rules the chance that you even get to put these last two platoons in the field before you kill all the Japanese is for all practical purposes zero.

(Shad on 2011 Mar 19)
Scen 23

US OBA indicated 1 x DD without any information about how one would treat the DD as OBA. I had it exist on board similar to #21.

(triangular_cube on 2023 Feb 17)
Scen 24

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 17)
Scen 25

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 18)
Scen 26

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 18)
Scen 27

American setup instructions for E company do not include enough space for designated units to fit. I added 0423 as an available hex so they were stacked 3 deep.

(triangular_cube on 2023 Feb 18)
Scen 27

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 18)
Scen 28

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 18)
Scen 29

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 18)
Scen 31

Japanese set up hexes are the same as the previous scenario which make no sense and results in the USMC sharing the same set up zone. I don't know the "correct" set up area, but 5 hexes west makes sense based on the historical results of the last action.

(triangular_cube on 2023 Feb 20)
Scen 32

There is not enough space for the Americans to fully set up within the confines of the in play zone. I allowed them to set up partially OOB after fully stacking the in play areas, only allowing those units OOB to walk in bounds by a direct route.

(triangular_cube on 2023 Feb 24)
Scen 40

Japanese have too many units to fit their set up restrictions. I ignored them as long as each had at least 6.

(triangular_cube on 2023 Mar 02)
Scen 42

Japanese reinforcement roll times are out of sync with turn count by 1 hour.

(triangular_cube on 2023 Mar 03)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Japan
100%
Japan
United States
100%
United States

Display Battle Types (9)


Display Conditions (7)

Errors? Omissions? Report them!
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