Milne Bay Scenario 3: Milne Bay - The Breakout Kokoda Campaign #27 |
||
---|---|---|
(Defender) Australia | vs | Japan (Attacker) |
Formations Involved | ||
---|---|---|
Japan | 16th Naval Pioneer Unit | |
Japan | 5th Kure Special Naval Landing Force |
|
Overall Rating, 2 votes |
---|
3.5
|
Scenario Rank: --- of 940 |
Parent Game | Kokoda Campaign |
---|---|
Historicity | Historical |
Date | 1942-08-27 |
Start Time | 21:30 |
Turn Count | 34 |
Visibility | Night |
Counters | 49 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 34, 35 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 161 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
---|
Delaying Action |
Exit the Battle Area |
Urban Assault |
Conditions |
---|
Off-board Artillery |
Terrain Mods |
Illumination |
Scenario Requirements & Playability | |
---|---|
Kokoda Campaign | Base Game |
Introduction |
---|
Still uncertain about the intentions or strength of the Japanese forces on the north shore, Maj. Gen. Clowes ordered the lightly-armed 2/10th Battalion of the 18th Brigade forward during the daylight hours of 27 Aug to determine the location of the Japanese. They arrived at K. B. Mission late in the afternoon and prepared a position in case the Japanese attacked once again during the night. |
Conclusion |
---|
The Japanese finally chose to attack in strength and the Australians, who still had no effective weapons against the light tanks, were quickly split in two. One portion of the 2/10th was pushed up into the hills while the rest were pushed back to the Gama River. By dawn the Japanese were approaching No. 3 Airstrip. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
2 Errata Items | |
---|---|
Scen 27 |
Japanese set up lists 10 x SER (army) but there is only 9x in the counter mix with the game. (Juiceman
on 2021 Jun 13)
|
Scen 27 |
Victory Conditions Typo: For the Aussies there are two Minor Victory Conditions listed, guessing the the second or more difficult is the Major Victory condition for the Australians. (Juiceman
on 2021 Jun 14)
|
Breakout |
---|
This is a long night scenario that has the Australians attempting to delay the Japanese forces from exiting 5 or more units off the west map edge, for the Japanese the only real way to do this is by advancing down the east-west trail eliminating or pushing aside the Australian blocking forces. Going thru the jungle is not an option due to the dreaded jungle disorientation rules, which has not been the friend of either side in this campaign. Things were going well for the Australians for the first 23 turns, they eliminated 4 steps of the SNLF, were doing a great job of slowing down the Japanese advance as they fell back and were able to contain the Type 95 tank section. FOW was a major factor early on as it favored the Australians by limiting the Japanese advance, out of the first 23 turns FOW ended the turn 15 times, very frustrating to the Japanese who saw opportunities to advance or follow up breakthroughs negated by the turn ending FOW. The Aussies luck would not hold out for the entire game, during the last 11 turns FOW ended the turn only twice which the Japanese took full advantage of with all their forces advancing to disrupt, demoralize and KIA several enemy steps. This relentless advance by the Japanese never gave the Aussie forces time to regroup or recover disrupted & demoralized units. This scenario went down to the wire, the last turn where the Japanese were in position to exit at least 5 units off the west edge but would need to pass two FOW dice rolls in order to win a minor victory, advantage Japan. |
0 Comments |