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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Over the Hills and Far Away Scenario 1: The Trail Back
Kokoda Campaign #17
(Attacker) Australia vs Japan (Defender)
Formations Involved
Australia 2/33rd Infantry Battalion
Japan 144th Infantry Regiment
Display
Balance:



Overall balance chart for KoCa017
Total
Side 1 5
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
3.5
Scenario Rank: 433 of 940
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-10-08
Start Time 08:00
Turn Count 16
Visibility Day
Counters 31
Net Morale 0
Net Initiative 1
Maps 1: 34
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 143
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Terrain Mods
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

After a week of internal bickering in the Allied command, the 25th Brigade finally moved back to Ioribaiwa Ridge in force on September 28th and found the Japanese positions empty. Ordered to pursue the Japanese, Brigadier Eather moved out slowly to avoid outrunning his supply lines and repeating the travails of Maroubra Force. It was October 6th before Australian patrols made contact with Japanese outposts near Templeton's Crossing. Maj. Gen Horii had left II Battalion of the 144th Regiment there to contest the highest point of the crossing and slow the Australian advance.

Conclusion

As the Australians advanced, they found increasing signs of distress among the Japanese: not only was the Imperial Army abandoning its dead, some of the bodies showed no signs of wounds, implying they had died of starvation. Even so, they continued to fight with determination. The cautious Australian advance and tenacity of the Japanese defenders allowed the understrength II Battalion to bring the entire Australian force to a virtual standstill for five days. But the rest of 25th Brigade spent that time massing for an attack.


Display Order of Battle

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

Display AARs (2)

The Trail Back
Author Juiceman
Method Solo
Victor Australia
Play Date 2021-10-12
Language English
Scenario KoCa017

Besides VPs for steps losses, the villages are key to victory for this scenario with 3 VPs for Aussie and 2 VPs for Japanese control. The Japanese tried their best to ambush the advancing Aussies but did not do lasting damage, those Aussie units that survived brought superior firepower against the stubborn Japanese troops, slowing clearing one village after another.

0 Comments
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Australians Ambushed, but not Stopped
Author Tubac52 (Japan)
Method VASSAL
Victor Australia
Participants treadasaurusrex
Play Date 2024-03-08
Language EspaƱol
Scenario KoCa017

This was a simple and brutal, grinding, infantry-only slugfest that my opponent's stubborn Australians won thanks to their superior firepower and my bad die rolling. I led the defending Japanese ambush force mostly hidden in the jungle in this 4-session bloodletting. Both sides got middling leaders. The Emperor's boys slowly gave ground after a few successes in causing casualties among the probing Aussies during turns 1-6. After that, the relentless Australian adjacent-hex fire fights ground down the Japanese contingent fairly rapidly, and my wily opponent was able to continually reinforce his close assaults allowing withdrawn unit morales to recover, while fresh formations tried their luck with cold steel and grenades. He had reserves that the Japanese lacked to make this tactic work.

This unbalanced encounter was an Allied walk over after turn 9, with no chance to mount a successful Japanese counter attack with the strength to push back effectively. I give this scenario a generous rating of 2. It is better suited to solitaire play, than shared, IMHO.

1 Comment
2024-03-09 12:03

Proving once again . . . No tanks = no fun!

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