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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The Withdrawal
Jungle Fighting #37
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan Yano Battalion
United States 6th Marine Regiment
Display
Balance:



Overall balance chart for JuFi037
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Jungle Fighting
Historicity Historical
Date 1943-01-27
Start Time 08:00
Turn Count 30
Visibility Day
Counters 67
Net Morale 0
Net Initiative 2
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 151
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

Having given some, but not much ground on the 26th, the Yano Battalion stood ready on the 27th to fight again before pulling back. The coastal plain had again narrowed enough that only a single regiment at a time could be deployed in action in some areas. The 6th Marines were to advance on the right along the coast.

Conclusion

The Yano Battalion proved unable to halt the American advance. The Marines managed to advance 2,000 yards. The Japanese, usually aggressive, withdrew rather than stand and be destroyed.


Display Order of Battle

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

Display AARs (1)

Jungle Fighting #37
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-02-27
Language English
Scenario JuFi037

Another largely indistinguishable push west scenario, this time on a narrower front as per the real life terrain. Americans have roughly twice the turns as in the previous few to grind out the Japanese strongpoints this time around, but a tighter turn limit.

Japanese do what they usually do, even without morale 9. Counterattack stacks with all their good leaders, with op fire stacks to support with the various other doodads they have lying around, hoping to roll a 2. Assaults do good enough for a draw, causing 4 steps over the course of the game, before the inevitable collapse happens under the generous turn count. One shy of a win (via Americans losing).

Probably one of the more balanced push west scenarios, but still tougher on the Americans. There is only so much to type about these scenarios though, same troops, same tactics, same terrain (even when counting as somewhere else) over and over.

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