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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No Love Lost
Jungle Fighting #30
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 2nd "Courageous" Infantry Division
United States 182nd Infantry Regiment
United States 6th Marine Regiment
Display
Balance:



Overall balance chart for JuFi030
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Jungle Fighting
Historicity Historical
Date 1943-01-19
Start Time 09:00
Turn Count 27
Visibility Day
Counters 111
Net Morale 0
Net Initiative 3
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 162
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Counters
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

After the departure of the battleworn 2nd and 8th Marine Regiments from the 2nd Marine Division, XIVth Corps' Commander, General Patch, attached the 182nd Infantry Regiment (less the 3rd Battalion) and the 147th Infantry Regiment (less the 2nd Battalion and I Company) to the Marine formation to temporarily form what was designated the Combined Army-Marine (CAM) Division on the 16th of January. On the morning of the 19th the two northernmost CAM regiments pushed west.

Conclusion

The Japanese offered light resistance and were driven back almost 1,000 yards. The 182nd Regiment's advance did not keep pace with the 6th Marines and some animosity developed between the two formations with the Marines claiming the advance was delayed a day by the slow movement of the Army unit.

Additional Notes

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

This scenario may be played by three players. One player controls the Japanese, one U.S. Army forces, and one the U.S. Marines.


Display Order of Battle

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

Display AARs (1)

Jungle Fighting #30
Author triangular_cube
Method Solo
Victor Japan
Play Date 2023-02-20
Language English
Scenario JuFi030

After 29 scenarios we finally moved the line back 1000 yards! Or so it seems. This means fresh terrain features to fight over compared to the previous push west scenarios. Additionally, Japanese no longer have morale 9 so they actually have to play PZG instead of Jump at you and poke you with sticks.

The interesting bit though, is that this scenario is designed for 3 players, Japan, USMC, and USA. USMC and USA compete for activations and are very difficult to coordinate due to their randomized, semi alternating turns. This prevents them from getting overwhelming force online, and assaults very very tricky to pull off, as you could be exposed for a very long time waiting for your activation to come up.

Japan is dug in in their trench line but cant depend on counterattack stacks this time, lacking morale 9, so they plan on spam firing individual units on focused targets to attempt compound dems. Additionally, in front of their trenches which are manned by full strength infantry, they have a screen of reduced infantry that plan on tiring out the Americans a bit before they hit the real line. Still being dug in in the jungle, it is going to take time to root them out even if they dont have much striking power anymore.

The central trench has a 3xHMG stack, which hopes to score some dems against advancing Americans, and can sort of fire on both groups. The paird 81s hope to hit those demed units and get some compound step losses, while th rest of the line fires when they can. They really just have to get lucky a few times to hit their kill count, or hold on to a toehold somewhere on the line.

Americans focus down the x3 HMG trench with OBA and USA hmg stacks, and get it into essentially stun locked 2 x HMG, while both sides slowly and awkwardly move up. Japan is able to get some dems and followup with the 81s per plan, and get 4 step losses on the marines on approach. This means the marines cant win, and if the Army cant draw, so now they just have to hold on.

Marines stagnate in the north firing both of their HMG stacks every turn at a single trench but are unable to produce more than one step loss, while the army in the south advances through their first trench taking 3 losses. This means a Japanese win.

Without the coordination problems, the Americans probably win this more often than not, but the limitations make this one interesting and seemingly fairly balanced.

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