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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Mt. Austin IX
Jungle Fighting #27
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 10th Mountain Gun Battalion
Japan 124th Infantry Regiment
Japan 228th Infantry Regiment
United States 25th "Tropic Lightning" Infantry Division
United States 25th Reconnaissance Troop
United States 35th Infantry Regiment
Display
Balance:



Overall balance chart for JuFi027
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Jungle Fighting
Historicity Historical
Date 1943-01-19
Start Time 08:00
Turn Count 14
Visibility Day
Counters 51
Net Morale 1
Net Initiative 2
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 141
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Counters
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

Success on the 18th was not as apparent to the Americans as to the Japanese. On the 19th an even larger attack was put on from the west. With the Anti-Tank Company holding the eastern perimeter, the whole of the 2nd Battalion prepared to attack.

Conclusion

The Japanese had become so weak that even the limited attack gained ground. At least as important as the ground gained was the fact that the Americans at last had a reasonably clear picture of the defensive layout.

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
  • Towed
United States Order of Battle
Army

Display Errata (2)

2 Errata Items
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)

Display AARs (2)

Head Banging in the Jungle
Author rerathbun
Method Solo
Victor Japan
Play Date 2011-06-01
Language English
Scenario JuFi027

I went back and forth on the rating for this, between 3 and 2. There's no maneuvering in this at all, since the Japanese start out entrenched and most of the Americans set up adjacent to them. If you like straight out assaults vs entrenched troops, you'll like this one.

There is no draw in this scenario, either one side wins or the other. The Japanese won by eliminating the required number of American steps. This one may favor the Japanese (or maybe it was my die rolling). It's really hard to put a dent in them, but the Japanese force is pretty small and therefore fragile. Some better die rolling for the Americans would've reduced the Japanese to where they couldn't really hurt the U.S., allowing the Americans to assault for the win.

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Jungle Fighting #27
Author triangular_cube
Method Solo
Victor Japan
Play Date 2023-02-18
Language English
Scenario JuFi027

I've said almost everything there is to say about the general setups within the GIFU positions over the last 8 Mt Austin AARs. This time the Japanese are thinner yet on the ground, the Americans get a healthy amount of artillery, and are in position to strike early. The thinner Japanese leave far fewer threats on the board, so this is very much a scenario of parking fire groups adjacent in the jungle cover and pouring fire in until the Japanese wither away. The Japanese get one heavy entrenchment bodied by an HMG and 70 that keep the Americans away a bit, lest they roll well and cause a step loss. They also have a x3 INF stack that they can counter with if an opening exists. Once these two hexes are subdued either by masses of DF or OBA then the rest of it falls quickly.

Americans push early and often, having a more lenient causualty limit, and a job to do. Japanese via DF demoralize a few INF in the southern approach which flee westward and lose 2 steps to OP fire from the Japanese heavy trench. A counter attack later in the day from the central counter attack step gets the other 2 steps for a win. The target trenches in the West end up in American hands. If not for the good roll against fleeing dem'd troops this would have been an American win.

Of the GIFU scenarios, this one was one of the closer ones, but there are probably still better uses of your time than playing these dig out the Japanese while limiting losses JF scenarios.

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