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
Errors? Omissions? Report them!
The Fourth (and Final) Day
Jungle Fighting #18
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 229th Infantry Regiment
Japan 230th Infantry Regiment
United States 27th Infantry Regiment
Display
Balance:



Overall balance chart for JuFi018
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Jungle Fighting
Historicity Historical
Date 1943-01-13
Start Time 06:30
Turn Count 22
Visibility Day
Counters 28
Net Morale 1
Net Initiative 1
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 136
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Battle of the Bulge Counters
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

The 3rd Battalion had taken some, but not all of their objectives on the 12th. Water looked to be problem again on the 13th, but the attack would go forward anyway. The equally-thirsty Japanese were in dire straits as the three previous attacks had greatly reduced their strength.

Conclusion

A sudden rain shower relieved the water problem and some quick maneuvering put paid to the last of the Japanese defenders. At last the inland flank was secure. The fighting would not end just yet, however.

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 (3)

Battle without Survivors
Author Matt W
Method Solo
Victor Draw
Play Date 2012-08-23
Language English
Scenario JuFi018

In this one the Americans seem certain to finally overwhelm the Japanese defenders, the only tension is whether they will lose more than one step doing it. Since this one was a draw I apparently did.

Regardless of what happens the final removal of the Japanese, especially in their one position located in the jungle will require assaults which will not be friendly to the Americans. I ended up losing my second step early in the scenario and was stuck playing for a draw all along. Luckily for me I read the victory conditions wrong and thought that it was still a three step limit and pushed forward aggressively. I say luckily because it was not simple to finally root the Japanese out of those positions.

As in the other two scenarios in this arc - this is not a good candidate for a ftf game. Play it solo to see how the Americans can improvement as the step total for the Japanese goes down. This one is surprisingly balanced and the arc is worth playing as all three scenarios are quite small and play quickly.

I give it a "3" due to the balance in the victory conditions.

0 Comments
You must be a registered member and logged-in to post a comment.
Taking Bets!
Author GeneSteeler
Method Solo
Victor United States
Play Date 2010-05-02
Language English
Scenario JuFi018

Taking Bets!

Reduced in numbers, the reduced elements of the Japanese 229th and 230th Infantry Regiments await the final assault.

American Plan: Hit hard with everything. Avoid assault except against demoralized Japanese. Try to eliminate/break with artillery and direct fire from point blank. End as quick as possible to avoid chances of Japanese artillery inflicting casualties.

Japanese outnumbered in direct fire values 84-11!!! How many minutes will this take? Bets are on!

The Battle

0630 – American attacks begin.

Japanese artillery is off-target. Zeroing in on American position.

American artillery hits the dug-in Japanese. Japanese HMG half platoon panics and, demoralized, flees their position.

American direct fire from their HMG nests (Three HMG platoons) devastating! (2X) Japanese INF platoon eliminated!

American assault against demoralized Japanese has no effect.

Japanese artillery has minimal effect.

American HMG nest accurate again!! (2X). First dug-in defenders in jungle eliminated.

American assault eliminates the second Japanese dug-in position.

In the jungle the demoralized HMG is hit by American artillery then assaulted. The soldiers are eliminated and the Japanese lieutenant is captured!

GAME OVER

AMERCIAN VICTORY!!!

Aftermath

This walk-over took approximately 8 minutes to play! Whereas the other missions at Hill 53 were quite balanced, I felt that in this one the Japanese had very little, if any chance. Maybe it was payback for all the scenarios that favour the Japanese?

Overall, this was such a quick scenario the “skew” didn’t really matter. This could also be used as a “teaching” scenario, but make sure you give the new guy the Americans!

Scenario Rating 2/5. 3/5 as Teaching Scenario

0 Comments
You must be a registered member and logged-in to post a comment.
Jungle Fighting #18
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-02-14
Language English
Scenario JuFi018

Another, rather boring, set up and shoot in a very narrow corridor scenario this time with minimal Japanese who need to inflict minimal step losses on the overpowering Americans as they overwhelm the positions. One of the spots that the Japanese can set up in is Jungle, so they put their full strength INF and their HMG red in there to wait out the OBA which mostly goes away after 4 turns. The hope is just to roll a 2 on OBA or on Op fire. Otherwise they sit and wait and die. They dont have enough bodies to do anything else.

Americans have to be very patient and fire everything they have every turn that they can. They need to reduce the Japanese positions from afar before closing in at the end of the scenario. OBA and combined direct fire eventually causes the Japanese reduced INF in the exposed position to dem and flee after about 7 turns. They move up the ridge line and move artillery spotters adjacent to the jungle hex. Japanese OBA keeps poking at the MGs but never rolls a 2.

Eventually time is running low and the Americans have to move something forward to compell the Japanese to fire and let themselves be spotted for DF. They roll a 2 on OP fire. 1 step and a dem. The next turn the unit flees and OP fire gets an M2, and compound flips it. Game over. Draw. Americans obviously take the position in the end once they no longer care about losses.

Very boring, very drawn out, and very unnecessary.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.38 seconds.