Milne Bay Scenario 1: Milne Bay - The Landing Kokoda Campaign #25 |
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(Attacker) Australia | vs | Japan (Attacker) |
Formations Involved | ||
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Australia | 61st "Queensland Cameron Highlanders" Infantry Battalion | |
Japan | 5th Kure Special Naval Landing Force |
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Overall Rating, 5 votes |
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2.8
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Scenario Rank: 845 of 940 |
Parent Game | Kokoda Campaign |
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Historicity | Historical |
Date | 1942-08-26 |
Start Time | 01:45 |
Turn Count | 12 |
Visibility | Night |
Counters | 12 |
Net Morale | 2 |
Net Initiative | 0 |
Maps | 1: 35 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 137 |
AAR Bounty | 159 |
Total Plays | 4 |
Total AARs | 3 |
Battle Types |
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Inflict Enemy Casualties |
Meeting Engagement |
Road Control |
Urban Assault |
Conditions |
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Terrain Mods |
Scenario Requirements & Playability | |
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Kokoda Campaign | Base Game |
Introduction |
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To establish air support and supply bases for the forces fighting on the Kokoda Track, at 2200 on the evening of August 25th the Japanese landed around 500 men on the north shore of Milne Bay. While the bulk of the troops set about establishing a base, a patrol accompanied by two tanks moved west toward the K. B. Mission. At 0145 on the morning of August 26th, the patrol encountered an Australian patrol from 61st Battalion. |
Conclusion |
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Although the light Australian forces had no weapons capable of damaging the tanks, the SNLF patrol was content to engage in a firefight and locate the enemy. Both sides broke off at dawn and returned to report. The mission of peacefully building airfields and support facilities had changed for both Australians and Japanese. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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Can't Touch This |
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A company of Japanese SNLF troops marches down a jungle trail to a village where it faces a company of Australian Militia. But there is something extra in this scenario. The Japanese force also includes a reduced [platoon of T-95 tanks. Worse news for the Australian defenders - they have no antitank weapons, and by scenario special rule, even assault combat cannot inflict a step loss or morale check on the tank. All the Australian player can do is prevent the tank from leaving an assault hex. In this scenario, the Australians try to fight a delaying action along the trail east of the village and are successful at holding the tank in a series of assault hexes. But facing a morale deficit and Japanese assault column shifts, the Australians start to lose steps in the assaults and just run out of troops two turns before the end, ending up with an iverwhelming Japanese victory. |
1 Comment |
The Landing |
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This is a small battle with a company of Australian infantry commanded by two officers defending the trail and local village against a Japanese company from the 5th Kure SNLF supported by a Type 95 tank section. The Japanese have the higher morale, 9/8 to the Australians at 7/6, the scenario takes place at night with visibility down to one hex, jungle disorientation in effect as well as FOW. Things did not start off well for the Japanese, their lead platoon was eliminated by opportunity fire at first contact and the follow up platoon was demoralized, the only saving grace was the tank section could not be harmed. For the next 8 turns the Aussie forces won the initiative and slowly fell back leap frogging over their forces but they could not fall back for the entire game and expect to win. The Aussies held up better than expected since their morale is 7/6, but the key was the two good leaders both with a morale modifier which helped when needed. FOW did not come into play for this scenario due to the small force size and limited points of contact. In the end it was control of the three village hexes by the Australians that helped them tip the scales into a draw instead of a Japanese minor victory. VP totals were Japanese 12 vs 13 for the Aussies. |
0 Comments |
A Nightime Fight in Eastern New Guinea | ||||||||||||||
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This was a 4-session, company-scale, play-through in the dark with the daring & adept Tubac52 leading the defending Aussis side. I had the attacking Japanese, and both sides drew decent leaders sets. This was a relatively-balanced one, that ended in a victory for the Emperor's SNLF boys landing in New Guinea. We played it with the FOW and excess initiative optional rules. Others have described the action of what is in essence a lengthy Australian tactical withdrawal in the face of a higher morale, combined arms force. As is typical, jungle disorientation caused havoc for both sides, but hurt the Australians more than the surging Nipponese. The final VP total were 15 for the Japanese and 10 for the Australians. iI the senior Aussia leader had not ben eliminated in the 6th game turn, this could well have been an Ausralian win. This one is a decent, but slightly tedious pull. Reasonably balanced, the scenario is suitable for SHARED and SOLO play. I give it a three. |
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2 Comments |
Ah, but my worthy opponent had light tanks, which made most of the critical difference in force correlation, and directly contributed to the early death of the Aussie senior leader. After that tragic event, all Australian combat decisions were made on the basis of "the lesser of 2 evils."
Even a pair of crummy, road-bound, tank platoons is way better, than no tank platoons! Thanks for letting me play the side - with at least - light armor.
The Australian records indicate that they could do nothing against the tanks. I found that the only effective approach to stopping them was to double stack with a unit directly behind the first one on the trail. This immobilized the tank and forced the Japanese player to consider leaving the trail which is the only way to kill the tank.