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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Red’s Highway
Leyte '44 #8
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt008
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Leyte '44
Historicity Historical
Date 1944-10-30
Start Time 08:00
Turn Count 28
Visibility Day
Counters 63
Net Morale 0
Net Initiative 1
Maps 3: 100, 82, 83
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 175
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Maps + Counters
Introduction

The Japanese 35th Army command designated the port of Carigara on the north coast as the assembly point for reinforcements. One brigade would arrive by sea, while a division marched there by land. The American Sixth Army command, aware of these intentions, sent Col. Aubrey “Red” Newman’s 34th Infantry Regiment to seize Carigara before the Japanese could arrive.

Conclusion

When his leading company faltered, Col. Aubrey “Red” Newman took the point himself. The freshly-arrived Japanese troops put up fanatical resistance, with suicide squads destroying several tanks that moved forward without protective infantry. When shell fragments felled Newman he continued to direct the advance as a medic sewed his abdomen closed. The colonel tried to continue commanding his regiment until his orderly dragged him away from the front. Having lost their colonel, the regiment’s attack fell apart and the Japanese held their ground.


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

Display Order of Battle

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

Display AARs (1)

Leyte 1944, scenario Eight: Red’s Highway
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-10
Language English
Scenario Leyt008

Leyte 1944, scenario Eight: Red’s Highway

A fun three map scenario with many victory conditions to try and achieve for both sides. The Americans have to put together some good offensive plans and decide what to go for first and when to break off different forces to go after other objectives. The Japanese have to figure out how to setup their defenses and how to best use the terrain to their advantage. There is also a mini game of a sort going on with the Japanese trying to destroy bridges, which I used the engineer unit, a strong Lieutenant and one of the rare truck units for faster mobility.

It was 28 turns so I won’t so into too much detail as there are so many variables in this scenario but the American Scott tank is vulnerable to even the Japanese weaker guns, sure it good for Direct Fire but mine got burned. After all was said and done, the Japanese destroyed all three bridges, the last on barely, eliminated 13 American steps but only controlled one town hex for a total of 33 points. The American eliminated 21 Japanese steps, 3 leaders, controlled four town hexes and two villages for 47 points and a Major American Victory. One Village was forgotten, so I didn’t award those points to anyone. Fun stuff!

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