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 4: Eora Creek, Day One
Kokoda Campaign #20
(Attacker) Australia vs Japan (Defender)
Formations Involved
Australia 16th Infantry Brigade
Japan 144th Infantry Regiment
Display
Balance:



Overall balance chart for KoCa020
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-10-27
Start Time 08:00
Turn Count 20
Visibility Day
Counters 0
Net Morale 0
Net Initiative 1
Maps 1: 34
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

Following the four-day battle around Templeton's Crossing, the Australians decided to pull back 25th Brigade and bring forward 16th Brigade to lead the attack on the next Japanese defensive line. The 16th was the first brigade raised by Australia for World War II, had combat experience in North Africa and had gone through extensive jungle training while garrisoning Ceylon. By the 26th of October active patrolling had pushed the Japanese back to the new defensive line at Eora Creek. Maj. Gen. Horii had selected this narrow and steep valley for his next defensive stand and positioned all three battalions of the 144th Regiment there.

Conclusion

By the end of the day, the disciplined Australians had pushed the Japanese defenders out of their lines and a short distance up the trails to Eora Creek. Brigadier Lloyd elected to send his reserve in a flanking movement along the high ground during the night so they could be in place for the second day of battle.


Display Order of Battle

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

Display AARs (1)

Jungle Beltway
Author Juiceman
Method Solo
Victor Draw
Play Date 2021-04-04
Language English
Scenario KoCa020

Reading over the scenario information the opposing forces, on paper, seem to be near equal in terms of platoons, morale and initiative. The Japanese are on the defensive having to protect the six village hexes, to complicate matters the Aussies enter the map hidden from the East, South or West map edges, their choice, which caused the Japanese to spread out their forces to cover the most likely enemy avenues of attack. Any Japanese units not set up in a village may start the game dug-in, which adds to their defense.

Victory conditions for this scenario are pretty basic, points for steps lost and control of the village hexes (Japanese 2 points for control, Aussies 4 points), the difference in total points between the two decides the winner.

The Aussie plan of attack was to concentrate on the two village hexes along the southeast trail, once captured they would head west if needed to capture the third village along the southern trail loop. This gave them 4 good avenues of attack, two using the trail, and two using the creeks (no disorientation rolls for creek movement), this would give them four different points of contact and force the Japanese to use their opportunity fire wisely.

As with other scenarios in this campaign things did not start well for the attackers, the Aussies initially took heavy casualties when they came into contact with the defenders but soon they had multiple stacks adjacent to the dug in forces by using the combination of trail and creek movement. Since the Aussies in the campaign have not been known for their assault skills they chose to soften up the Japanese with DF first. This was very effective especially when their infantry was stacked with a HMG.

Things were going well for the Aussies until two companies of Japanese infantry from the north loop counter attacked down the trail into the Aussie rear. It took five turns for the Aussies to eliminate this threat before they could continue their advance west along the trail.

The combination of the Japanese counterattack and two hexes of stubborn Japanese resistance (one village, one dug-in), both with a good leaders, a HMG, Infantry and engineer platoons, deprived the Aussies forces of victory, in the end it was a draw with only 2 VP separated the opposing forces. All it would have taken was the capture of one village or 3 more Japanese steps eliminated for a Allied Minor Victory.

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