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 First Ridges
Leyte '44 #7
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt007
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-10-23
Start Time 08:00
Turn Count 16
Visibility Day
Counters 31
Net Morale 0
Net Initiative 0
Maps 1: 100
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 152
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Counters
Introduction

On the invasion’s fourth day, the 34th Infantry’s 1st Battalion and a platoon of tanks started the task of opening Highway 2 leading into the Leyte Valley. A rise known as Hill C dominated the road, and before the attack commenced Navy planes worked it over to prepare for the assault. But before they could reach their objectives, they Americans found the Japanese unexpectedly dug in along two smaller ridges blocking the way to Hill C.

Conclusion

A single, unknown Japanese machine-gunner broke up three American attacks through the course of the day, aided by grenade showers tossed by his comrades. After the repeated failures the Americans pulled back to call for artillery fire; understanding the tactic, the Japanese immediately attacked to remain in close contact with the Americans and. The Americans managed to break away, while the Japanese abandoned the ridge before the shells fell on it, leaving it for the Americans to occupy on the next day.


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

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Leyte 1944, scenario Seven: The First Ridge
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-10
Language English
Scenario Leyt007

Leyte 1944, scenario Seven: The First Ridge

Historically this might have been a close match but in my game the Americans rolled incredible the whole game, 12s, 11s, 2s and 3s while the Japanese seem to roll 7s as their favorite number. This never happened to me in a scenario this much before. Even the U.S. Navy aircraft had fantastic results. Needless to say, the Americans won this scenario 13 to 1 in points. The Japanese lost 7 steps and a leader and the American lost only 1 step and controlled all the 60 meter hexes but one to add the an extra 6 points to their totals. This small scenario certainly favors the Americans but it’s a good learning scenario on how to take a hill in 16 turns with combined arms.

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