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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Baptism
Jungle Fighting #5
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 16th Infantry Regiment
United States 182nd Infantry Regiment
United States Army
Display
Balance:



Overall balance chart for JuFi005
Total
Side 1 1
Draw 1
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 337 of 940
Parent Game Jungle Fighting
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
Inflict Enemy Casualties
Rural Assault
Conditions
Hidden Units
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

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

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

Elsenborn Ridge or Cassino '44 may be used for the U.S. units.


Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Army

Display AARs (1)

Jungle Fighting #5 Baptism or "That ain't Holy Water their throwing!"
Author PatC
Method Solo
Victor United States
Play Date 2011-03-24
Language English
Scenario JuFi005

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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