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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Ioribaiwa Scenario 3: Ioribaiwa, Day Three
Kokoda Campaign #16
(Defender) Australia vs Japan (Attacker)
Formations Involved
Australia 21st Infantry Brigade
Australia 25th Infantry Brigade
Japan 144th Infantry Regiment
Japan 41st Infantry Regiment
Display
Balance:



Overall balance chart for KoCa016
Total
Side 1 1
Draw 2
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-09-15
Start Time 08:00
Turn Count 18
Visibility Day
Counters 95
Net Morale 0
Net Initiative 2
Maps 1: 35
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Bridge Control
Hill Control
Inflict Enemy Casualties
Conditions
Terrain Mods
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

Both sides lost their nerve as the third day of battle began. Brigadier Eather, worried that his Australians could no longer hold the ridge, asked for permission to withdraw and received orders to hold the ridge for "as long as possible." But his orders also allowed him to decide when it was "no longer possible," so he promptly ordered a withdrawal. For his part, Maj. Gen. Horii decided this was the "Strategic Line" of his orders, and ordered the battalions of the 41st regiment to begin the march back over the Owen Stanleys through Kokoda Gap.

Conclusion

Although the fighting continued on a smaller scale, both the Japanese and Australian sides withdrew the bulk of their forces during the day and the Japanese were left in temporary possession of Ioribaiwa. At the end of a very long and nonfunctional supply line, they would hold it only as long as the Australians chose not to attack in force.


Display Order of Battle

Australia Order of Battle
Army
Japan Order of Battle
Imperial Japanese Army

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Just Another Day in the Jungle
Author Juiceman
Method Solo
Victor Japan
Play Date 2021-03-28
Language English
Scenario KoCa016

Main Japanese force headed down the track while a smaller diversionary force attacked the 80m ridge from the east. The Aussies defended their positions vigorously, repulsing several Japanese attempts to engage at close range. The slightly lower Japanese morale was evident in these early turns because several units were disrupted and demoralized which stalled the Japanese advance.

Around turn 10 things started to unravel for the Aussies, do to their early success they held their positions a couple of turns too long, so when it was time to pull out and fall back it was too late, the Japanese had gotten two companies of infantry behind their lines and cut off the Aussies retreat.

The Aussie forces spent the remaining turns trying to break out but suffered appalling casualties trying to do it, with enemy forces pressuring them from the north and blocking forces to the south it was a slaughter but several platoons did make it off the map but not enough, about 10 steps, to satisfy the victory conditions.

FOW for the Aussies did not effect play much in this scenario, only a couple of turns were ended early due to FOW dice rolls but it did make you think or plan your moves.

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