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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Patrol Action
Jungle Fighting #41
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 230th Infantry Regiment
United States 2nd Marine "Carlson's" Raider Battalion
Display
Balance:



Overall balance chart for JuFi041
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Jungle Fighting
Historicity Historical
Date 1942-12-03
Start Time 11:45
Turn Count 13
Visibility Day
Counters 27
Net Morale 0
Net Initiative 1
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 134
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Patrol
Scenario Requirements & Playability
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

On 24 November Carlson took his battalion, supplemented by native carriers, further west. On the 28th a Japanese position was discovered which included 75mm shell casings, but no gun. On the 30th a large abandoned enemy bivouac containing a 75mm howitzer and a 37mm antitank gun was found. During the march the Raiders were airdropped food on the 1st of December. Several small actions were fought, but nothing decisive until the 3rd of December when a Japanese position was discovered and the Raiders were attacked by an enemy combat patrol.

Conclusion

In a two-hour battle, Carlson managed first to defeat a Japanese attempt to envelop his force and instead surround a portion of the enemy force. Twenty-five Japanese were killed and an unknown number wounded before they broke off the action. The Raiders returned in triumph to the perimeter on 4 December, completing a month in the jungles and hills of Guadalcanal.


Display Order of Battle

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

Display AARs (2)

From snoozefest to heart-stopper in the blink of an eye...
Author Shad
Method Solo
Victor United States
Play Date 2011-03-05
Language English
Scenario JuFi041

Preface: According to my play records, I hadn't taken a stroll through the jungle since June of 2009(!), and after finishing the largest scenario in Desert Rats, I was ready for something a little less epic -- that meant the smallest unplayed scenario in Jungle Fighting, Patrol Action...

This scenario has Raiders. I love Raiders because they usually have morale equal to that of their fanatical opponents. In this case 9/8 for both sides.

VCs are simple enough:

  • the Japanese need to slaughter 2 steps of Americans, or 2 individual leaders, or 1 of each
  • the Americans need to tuck 4 Japanese steps in for the long sleep

The setup is jammed way up into one corner of the map, and the entire scenario unfolded before me in about an 8x8 hex area. This is battle short and intimate.

The last major consideration is Fog of War. In this scenario the turn ends on 14 and above, which you have a 16.2% chance of rolling with dead-fair dice -- compare that to 4.6% for the usual 3d6=16+.

As It Happened

The onus is really on the USMC here, as they need to inflict 4 steplosses on a 9/8 morale enemy within only 13 turns and that massive FOW breathing down their neck. And yet you also have to step cautiously, since losing 2 anything will see you relieved of command.

As such, the opening few turns saw a lot of parries and feints as each side jockeyed for position in the jungle. FOW cut the first 8 turns short without so much as a bullet fired by either side, and I was beginning to think I had picked a stinker of a scenario.

But then the Japanese saw an opening and rushed adjacent to a lone group of Raiders, in ensuing activations both sides converged and suddenly a pretty traditional nose-to-nose battleline appeared.

Assaults broke out up and down the line, and in the blink of an eye it was the beginning of turn 12 of 13 and both sides had victory within reach:

  • Japanese steplosses: 3 (Americans need 4)
  • American steplosses: 1 (Japanese need 2)

...and no less than THREE assaults were in progress with lots of disruptions and demoralizations on both sides.

In a stroke of luck, the Americans won initiative 8 to 3 and used it to shore up their weakest assault and pour on the pressure in their other 2. By the end of the turn they had inflicted their 4th steploss and met their victory condition.

Turn 13 the Americans simply needed to hunker down and weather the Japanese storm, and though the Japanese furiously and savagely attacked all they got for their bloody efforts were two more steplosses to their own men. The USMC was victorious by the slimmest of margins.

Post-script

Partly because the battle "ended" with 2 assaults still in progress, and partly because we've recently been discussing gamey end-game nonsense on the CSW PG forum, I decided to continue this battle past the artificial turn limit.

3 full turns later the assaults were still churning away due to the ease with which either side could rally 9/8 morale men, but it was evident the tide was slowly turning against the Japanese.

The Americans would have gone the distance, but almost certainly would have suffered a few more steplosses due to the occasional freak die roll.

Several hours well-spent!

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Jungle Fighting #41
Author triangular_cube
Method Solo
Victor United States
Play Date 2023-03-02
Language English
Scenario JuFi041

This is a quick playing scenario with 2 morale 9 forces that basically walk into each other and assault. There was a little bit of a game of op fire chicken over the open space of the seahorse prior to contact, but at morale 9, most fire results are not impactful and the Japanese need to close to get their +1 mods. Once they do close, its up to the dice. Americans need to hit higher levels of kills than the Japanese do, but roll more 6's. Americans win. Not much here, but at least it was quick.

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