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 4: Assault on No. 3 Airstrip
Kokoda Campaign #28
(Defender) Australia
(Defender) United States
vs Japan (Attacker)
Formations Involved
Australia 7th Infantry Brigade
Japan 5th Kure Special Naval Landing Force
United States 43rd Engineer General Service Regiment
United States 709th Airborne Anti-Aircraft Battery
Display
Balance:



Overall balance chart for KoCa028
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-08-28
Start Time 06:00
Turn Count 24
Visibility Day
Counters 61
Net Morale 2
Net Initiative 1
Maps 1: 34
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Airfield Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

By dawn on 28 August the Japanese force was approaching No. 3 airstrip. Nearly perpendicular to the advancing Japanese force, the airstrip was a good defensive position with clear lines of fire. Brigadier Field of 7th Brigade was in charge of defending the area with a combined force of Australian and U.S. Army troops.

Conclusion

The Japanese tanks bogged down before ever making it to the airfield and the heavy weapons of the US troops (reflected by the engineers and the additional HMGs used in this scenario) aided the Australians in holding the airfield. A subsequent night assault yielded the same result, and soon the Japanese High Command ordered a withdrawal to the landing beaches.

Additional Notes

Australian pieces are used for the Americans.


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
  • Foot
  • Mechanized
Imperial Japanese Navy

Display AARs (2)

Assault on #3 Airstrip
Author Juiceman
Method Solo
Victor Japan
Play Date 2021-05-25
Language English
Scenario KoCa028

This scenario did not start out well for the Japanese, after the first 8 turns of battle it looked like they were going to go down in defeat, they had made contact with the main Aussie defensive line but first contact extracted a heavy toll from the SNLF, 6 steps worth including an officer. There was a ray of hope, two companies IJA units lead by 2 platoons of SNLF and a good naval officer utilized creek movement to position themselves on the flank of the Australian defensive line. After surviving unscathed from opportunity fire the next turn they assaulted the enemy positions which resulted in the Aussie left flank collapsing rather quickly.

The SNLF forces along the trail rallied from their disastrous start and with the help of the tank section routed the main blocking force giving them so much trouble along the trail. They chased the demoralized remnants to the second Aussie defensive line but this time there was no devastating opportunity fire and next turn the leading units assaulted the enemy positions. The tank section and a reduced SNLF platoon with the SNLF Commander continued on to the airfield.

Minor skirmishing continued as the Aussies struggled to regroup in order to eliminate the Japanese forces at the airfield.

What saved the day for the Japanese was their better morale, especially in the assault, with the added column shifts from better morale, officer and being Japanese infantry against the low morale of the Aussies, gave them the edge, that is if they survived the opportunity fire to get adjacent, which in the beginning they got slaughtered but those dice rolls were in frequent during the midpoint and absent during the last 6 turns which allowed the Japanese to capture two airfield hexes and a minor victory.

0 Comments
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Light Armor & Close Assaults Rule
Author treadasaurusrex (Japan)
Method VASSAL
Victor Japan
Participants Tambu
Play Date 2024-09-21
Language English
Scenario KoCa028

This was a 24-turn, 6-session scenario with the defending Aussies led by the fierce & intractable Tambu. I had the attacking Japanese side with fighting sailors and a few tanks on dry land in New Guinea. Both sides drew middling leaders, but only the Australians suffered a senior leader decapitation. We used the FOW, consolidation and excess initiative optional rules

We moved fitfully through the Japanese movement to contact, with the Aussie mounting a stubborn defense and having significant luck in both opfire & adjacent-hex firefights. Then the remainder of the Emperor's boys began flanking the defenders and soon the initial defenses were overrun in close assaults, supported by the very limited armor. The airfield was then occupied by the better-morale Japanese during game turn 15 - when my determined opponent's leader decapitation occurred - that pretty much ended the Australian's chances to secure a draw or a victory. The result was an ugly & costly Japanese victory.

We agree that this, slightly unbalanced, slugfest in the jungle deserves a somewhat generous rating of 3, and is suited to both SOLO and SHARED play.

1 Comment
2024-09-21 20:22

Concur on this evaluation, but I think that the scenario needs a rewrite, as there is little chance for an Allied victory or draw. This battle was a bit tedious at 24 turns, and should probably be reduced to 18-20 turns.

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