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 Kokoda Campaign

Kokoda Campaign boxcover
AP Series Panzer Grenadier
Designers Cheever,
Rouleau,
Ward
Game Type Standalone
Format Boxed
Release Date 2015-12
Availability In Print
Scenarios 30
Counters 428
Counter Type Die-cut
Maps 2
Tour Veterans
The Kokoda Campaign Tour of Duty Ribbon
Overall Rating, 150 votes
5
4
3
2
1
3.51
Standalone Rank: 19 of 39
Popularity: Ownership & Activity
Status Owned by 12% Played by 7% AAR'd by 6% Medaled by 1%
Rank 71st of 168 41st of 156 38th of 153 33rd of 94
Display
Balance:



Overall balance chart for Kokoda Campaign
Total
Side 1 61
Draw 18
Side 2 58
box back

Japanese troops landed in northeastern New Guinea in July 1942, and quickly began a march over the Owen Stanley Mountains toward the anchorage and airfield at Port Moresby on the southern coast. Australian troops plunged into the jungles and finally stopped them in one of the war's most brutal campaigns.

THE KOKODA CAMPAIGN is a complete introductory boxed game in the Panzer Grenadier series based on these battles, your gateway to the dozens of books and games and thousands of scenarios that make up this fascinating game series. Pick up the box, and join the adventure.

box back map map

Display Scenario List (30)

Scenario Plays AARs Rating
01. Scenario Intro 1: The Trail to Gorari, Day One 10 4 3.4
02. Pursuit 13 5 3.6
03. Defense of Kokoda 10 2 3
04. Escape from Oivi 9 3 3.4
05. Counterattack 9 1 3.7
06. Isurava and the Trail South Scenario 1: Isurava, Day One 7 1 3.9
07. Isurava and the Trail South Scenario 2: Isurava, Day Two 5 1 3.8
08. Isurava and the Trail South Scenario 3: Isurava, Day Three 4 1 3.8
09. Isurava and the Trail South Scenario 4: Isurava: The Retreat 4 0 3.8
10. Isurava and the Trail South Scenario 5: Delaying Tactics, Part One 3 1 3.7
11. Isurava and the Trail South Scenario 6: Delaying Tactics, Part Two 3 1 3
12. Isurava and the Trail South Scenario 7: Missionary Ridge, Day One 3 1 3.7
13. Isurava and the Trail South Scenario 8: Missionary Ridge, Day Two 3 1 4
14. Ioribaiwa Scenario 1: Ioribaiwa, Day One 4 2 3.8
15. Ioribaiwa Scenario 2: Ioribaiwa, Day Two 5 2 3.7
16. Ioribaiwa Scenario 3: Ioribaiwa, Day Three 3 1 4
17. Over the Hills and Far Away Scenario 1: The Trail Back 5 2 3.5
18. Over the Hills and Far Away Scenario 2: Templeton's Crossing, Day One 5 2 3.5
19. Over the Hills and Far Away Scenario 3: Templeton's Crossing, The Last Day 3 1 4.3
20. Over the Hills and Far Away Scenario 4: Eora Creek, Day One 2 1 4.5
21. Over the Hills and Far Away Scenario 5: Eora Creek, Day Two 3 2 4.5
22. The End of the Trail Scenario 1: Return to Oivi, Day One 2 0 3.5
23. The End of the Trail Scenario 2: Return to Oivi, Day Two 3 2 3
24. The End of the Trail Scenario 3: The Trail to Gorari, Day Two 2 1 2.5
25. Milne Bay Scenario 1: Milne Bay - The Landing 4 3 2.8
26. Milne Bay Scenario 2: Milne Bay - Second Night 2 1 3
27. Milne Bay Scenario 3: Milne Bay - The Breakout 2 1 3.5
28. Milne Bay Scenario 4: Assault on No. 3 Airstrip 3 2 3
29. Milne Bay Scenario 5: Australian Pursuit 2 1 3.5
30. Epilogue Scenario 1: Clearing Goodenough Island 5 3 3.3

Display Order of Battle

Australia Order of Battle
Army
Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Towed
Imperial Japanese Navy

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Errata (10)

10 Errata Items
Scen 6

Board orientation should be as noted in the "Additional Notes"

(Matt W on 2017 Mar 11)
Scen 7

Board orientation should be as noted in the Additional Notes

(Matt W on 2017 Mar 11)
Scen 7

Japanese setup calls for 2 Lt Colonels but my counter mix only has 1. Substituted with a Colonel.

(Juiceman on 2020 Dec 19)
Scen 8

Note board orientation should be as noted in the Additional Noes

(Matt W on 2017 Mar 11)
Scen 8

Japanese setup calls for 2 Lt Colonels but my counter mix only has 1. Substituted with a Colonel.

(Juiceman on 2020 Dec 19)
Scen 16

Ignore the "no units in hexes adjacent to any other unit" condition for the Australian 2/31st and the 2/33rd. The non-adjacency condition still applies to the Composite 2/14 and 2/16 Battalion. (Daniel Rouleau clarification)

(rerathbun on 2016 Jan 16)
Scen 18

The second Victory Condition for the Australians should Read: Minor Victory for Control of one village.

(Juiceman on 2021 Sep 30)
Scen 26

The Australians set up first.

(rerathbun on 2015 Dec 30)
Scen 27

Japanese set up lists 10 x SER (army) but there is only 9x in the counter mix with the game.

(Juiceman on 2021 Jun 13)
Scen 27

Victory Conditions Typo: For the Aussies there are two Minor Victory Conditions listed, guessing the the second or more difficult is the Major Victory condition for the Australians.

(Juiceman on 2021 Jun 14)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Australia
100%
Australia
Japan
100%
Japan
United States
3%
United States

Display Battle Types (13)


Display Conditions (6)

Errors? Omissions? Report them!
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