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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Milne Bay Scenario 2: Milne Bay - Second Night
Kokoda Campaign #26
(Defender) Australia vs Japan (Attacker)
Formations Involved
Australia 61st "Queensland Cameron Highlanders" Infantry Battalion
Japan 5th Kure Special Naval Landing Force
Display
Balance:



Overall balance chart for KoCa026
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-08-27
Start Time 02:00
Turn Count 12
Visibility Night
Counters 24
Net Morale 2
Net Initiative 1
Maps 1: 35
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 143
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

During the daylight hours of August 26th, a flight of American fighters from the airfields further up Milne Bay had sufficient clear weather to attack the Japanese landing area and cause heavy damage, but they were unable to intercept the second wave of Japanese headed toward the bay. A second company of the 61st Battalion was also sent forward to reinforce the company already in position at K.B. Mission.

Conclusion

The Japanese were once again content to use only a portion of their force and patrol in strength. The Australians had no weapons capable of harming the Japanese tanks. They had planned to use sticky grenades but in the malarial lowlands mold had grown inside the grenades and disarmed them. The Japanese pushed the Australians back to the Gama River before withdrawing once again as dawn began to break.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario'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 Order of Battle

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

Display Errata (1)

1 Errata Item
Scen 26

The Australians set up first.

(rerathbun on 2015 Dec 30)

Display AARs (1)

Pat I would like to buy an Anti-Tank Weapon
Author Juiceman
Method Solo
Victor Japan
Play Date 2021-03-21
Language English
Scenario KoCa026

The Aussies forces are at a disadvantage, first off they do not have any AT weapons to deal with the tank section, their morale is suspect at best (7/6), but they do have a 3 inch mortar and OBA of 13.

Surprisingly they did put up a spirited defense for the first 4 turns and inflicted several step losses on the Japanese, if they can just hold on they might be able to pull off an upset victory or at least a draw.

Unfortunately by turn 7 the Japanese had broken thru with the tank section and supporting infantry, this small force headed into the Aussie rear where they overran the 3 inch mortar covering the KB Mission.

With the tank section free to roam the rear of the Australian lines it easily took control of the village as well as the remaining trail hexes to secure a major victory.

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