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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The Return Begins
Leyte '44 #1
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt001
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 504 of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-10-20
Start Time 08:00
Turn Count 16
Visibility Day
Counters 47
Net Morale 0
Net Initiative 1
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 154
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Airfield Control
Amphibious Landing
Inflict Enemy Casualties
Road Control
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Leyte '44 Base Game
Introduction

The Americans came ashore on Leyte meeting little opposition in most places. First Cavalry Division’s Second Brigade landed on White Beach, the northernmost of the landing sites, where the 7th Cavalry Regiment met opposition in the small town of San Jose, barring the path to the crucial Tacloban Airfield. The cavalry - fighting in the Pacific campaign as infantry - proceeded to clear out the concrete pillboxes.

Conclusion

The 7th Cavalry knocked out two pillboxes, cleared the town of San Jose and sealed the Cataisan Peninsula from the Japanese forces. They killed only 24 Japanese soldiers in the process, but White Beach was in their hands and so was the Tacloban Airfield. By that afternoon, engineers had begun work grading and repairing the airstrip.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Misc
  • Towed
United States Order of Battle
Army
Navy

Display Errata (3)

3 Errata Items
Overall balance chart for 1265

LVT 4 is a one step open-topped APC. Any scenarios where units and leaders start loaded on LVT 4's and enter the board via ocean hexes do not activate in the regular manner.

While at sea, all LVT 4's activate like AFV's with leaders, and move toward beach hexes. While moving toward the beach hexes they don't need to use all MPs or move in a straight line. Once they are on the beach, they must follow standard activation rules for both land and water hexes. LVT 4's that are destroyed at sea do not trigger leader decapitation.

(Shad on 2013 May 06)
Overall balance chart for 1268

The A1 has an inherent leader and two combat steps. Its counter should have been given an amphibious armor symbol.

(Shad on 2013 May 06)
Overall balance chart for 1269

The A4 has an inherent leader and two combat steps. Its counter should have been given an amphibious armor symbol.

(Shad on 2013 May 06)

Display AARs (4)

Leyte 1944, Scenario One: The Return Begins
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-10
Language English
Scenario Leyt001

Leyte 1944, Scenario One: The Return Begins

A small amphibious landing scenario and good practice one, for when you take on a larger ones, like scenario two. You get to practice your skills and get your feet wet sort of speak.

The Americans have three objectives to win a major victory and the Japanese simply have to defend against them as the victory levels are progressive in that the more or less achieved determines the victory level for each side. The Japanese major part in this scenario besides defending, is their setup of units and minefields and barbwire counters.

The Americans entered the map on turn one from the ocean and spent two turns softening up Japanese beach positions with their LCI (G), LCI (Rocket) and LVT (A)-4 units as well as some off map naval fire. The Japanese don’t have any major guns to fire back with, so all they can do is bunker in and await the assault and take some potshots with their tiny 20mm gun and small off board artillery support.

Good thing I didn’t hide the minefield counters as both turned out to be the 3 value type, which could have put a lot of hurt on the Americans. It took the Americans just 14 turns to secure all three of their objectives for the loss of only three units, all lost in assault combat, two Infantry steps and one LVT-4. While the Japanese lost all their units but one Infantry step, one HMG step and two leaders that scatter back into the Jungle.

It was good to get the Airfield counter back out on the playing map again and this scenario does favor the Americans, unless you would hide the mines and step up your Japanese units better than I did, as I had too many setup close to the beach, where they can be hammer away. Next time I’ll try a different strategy.

Leyte has a lot more fun looking scenarios to play of all types. I am looking forward to trying out the Japanese parachute drops again after all these years to name a few. All kind of actions and situations are in Leyte and don’t forget the caves! It great to see Panzer Grenadier return to the Pacific again.

0 Comments
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Dead Bodies Everywhere
Author thomaso827
Method Solo
Victor United States
Play Date 2023-02-20
Language English
Scenario Leyt001

This small scenario has an Army force landing against a smaller Japanese force. The Army troops need to secure an airfield just a short trip inland, and secure a road that leads inland without taking more casualties than the Japanese defenders. The U.S. Troops get artillery support from a big ship (30 factors) and some direct fire support from two LCIs. Today, the U.S. Dice ran from lukewarm to hit while the defenders had one of those "couldn't hit a barn" days. At the end of 11 turns, one solitary demoralized reduced platoon and 3 leaders were all that was left of the defenders, and the U.S. Army suffered only minor cuts and abrasions as they dismounted from their Amtracs. The two classmates and the 20mm gun fell quickly, the airfield a short time later, and the town on the northeast coast fell on turn 8. Enjoyable game.

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Broken line.
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2023-11-12
Language English
Scenario Leyt001

Once the defensive line of the Japanese was broken, it was a quick matter to mop up the remainder of the forces arrayed against the Americans and achieve all three objectives. The Japanese did the best they could and it nearly worked for them. Another approach for the Americans would have been to attempt an end run on the situation.... but it could have backfired in that the airfield might have been out of reach.

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Give everything up but the Road
Author Dan_Huffman (Japan)
Method Face to Face
Victor United States
Participants unknown
Play Date 2020-11-10
Language English
Scenario Leyt001

Tried to defend half the map. Bruce pointed out the the US army has to kill X IJA steps and exit off a road. The Japanese should pick a spot around 10 hexes along the road from the exit end. Then defend along the road in Jungle hexes.

Since I spread out the US army was able to separate me and defeat me in detail. Pay attention to victory condition. Is this alternative strategy realistic compared to how the Japanese fought? No. Better chance to win the scenario probably.

Using the maps from Saipan and Marianas game means, I guess, the jungle hexes are heavy. THis based on game specific rules for Saipan.

1 Comment
2020-12-09 17:52

Two types of Jungle; Light Jungle or Jungle, no heavy Jungle.

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