Baptism Jungle Fighting #5 |
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(Attacker) Japan | vs | United States (Defender) |
Formations Involved | ||
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Japan | 16th Infantry Regiment | |
United States | 182nd Infantry Regiment | |
United States | Army |
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Overall Rating, 5 votes |
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3.6
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Scenario Rank: 337 of 940 |
Parent Game | Jungle Fighting |
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Historicity | Historical |
Date | 1942-11-20 |
Start Time | 03:30 |
Turn Count | 14 |
Visibility | Night |
Counters | 49 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 1: Guad-ME |
Layout Dimensions | 84 x 55 cm 33 x 22 in |
Play Bounty | 139 |
AAR Bounty | 171 |
Total Plays | 5 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Rural Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Counters |
Guadalcanal | Maps + Counters |
Jungle Fighting | Base Game |
Introduction |
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The American withdrawal of the 11th left them again holding on to the Matanikau. The arrival of more Army troops meant the offensive could resume. While the Americans prepared a fresh attack, the Japanese had one more surprise to spring, this one on the newly arrived 182nd Infantry Regiment troops holding positions along the coast. |
Conclusion |
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The 182nd Infantry held its inland flank, but was driven back 400 yards along the coast before it could stop the Japanese. For these green foot soldiers this was but the beginning of a trying indoctrination to warfare in the jungle. |
Additional Notes |
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Elsenborn Ridge or Cassino '44 may be used for the U.S. units. |
Jungle Fighting #5 Baptism or "That ain't Holy Water their throwing!" |
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The setup is somewhat restricted. The Axis are commited to a frontal assault because units may not enter hex row 15xx. The Allies setup to maximize the clear terrain the Axis must cross. Each Allied position has 2 inf and a leader. Also there are 3 HMG in hex 1620 to cover both approaches. In addition there were 2 more inf in hex 2221 to prevent the axis from occuping it. This forced the Axis into clear terrain to attack or they would have to attack an extra dug in position. The Axis setup had 2 1/2 companys advance on the Allies left. In the initail rush the Axis were cutup by accurate artillery fire with a Lt. being lost. Due to losses only one hex could be assaulted with both sides taking losses. The Axis had trouble recovering due to the night time recovery modifier. Another weak assault was mustered by the Axis but was easily rebuffed by the Allied artillery. Then the direct fire from allied positions caused more step losses. By daybreak the Axis had almost nothing left and were nowhere near the victory hexes. Allies victory. Rating 3. This scenario was weighted to the Allies. Had the playing surface been larger allowing the Axis more tactical options things could have been different. As it is the Axis are forced into a frontal assault. Knowing that the Japanese doctrine favored these kind of tactics (especially at this time of the war) maybe this is not so unrealistic from a tactical point of view. |
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