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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Violet Beach
Leyte '44 #10
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt010
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 1944-10-20
Start Time 08:00
Turn Count 22
Visibility Day
Counters 94
Net Morale 0
Net Initiative 1
Maps 2: 100, 80
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 176
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Amphibious Landing
Exit the Battle Area
Inflict Enemy Casualties
Entrenchment Control
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Maps + Counters
Introduction

The beaches in front of Dulag Airfield were an obvious invasion site, and the Japanese had built improved positions including concrete pillboxes to defend them. But with only a single division to cover the entire island, the Japanese would by necessity be spread thin almost everywhere. The beaches at Dulag were the one place where they were not.

Conclusion

The invaders met increasing resistance as they moved inland, but Sherman tanks from the 767th Tank Battalion arrived to aid the advance. A Japanese anti-tank gun destroyed one Sherman and knocked out another’s main gun, but the Americans managed to push the Japanese out of their prepared positions. The resistance kept the Americans from meeting their A-Day objectives, but the Japanese had paid a heavy price.


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).

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Misc
United States Order of Battle
Army
  • Mechanized
Marine Corps
Navy
  • Misc

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 (1)

Leyte 1944, Scenario Ten: Violet Beach
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-10
Language English
Scenario Leyt010

Leyte 1944, Scenario Ten: Violet Beach

This one is good learning amphibious scenario as the Japanese aren’t too strong at the beach with their first group of Japanese units but heavier with their second group of units further west. So the Americans can eliminate the smaller speed bump of Japanese on the beach map fairly easy before meeting the heavy concentration of Japanese troops and get their beach landing skills down.

The American landed on map 80 and with heavy naval and air-support sweep the Japanese unit there away and then charged into map 100 where the Japanese had some nasty 47mm anti-tank guns in entrenchments waiting for them. The Americans charged forward with their armor and the Japanese rolled well on the dice and over a few turns eliminated one step of M4 Sherman Tanks, two steps of LVT (A)-4s and two steps of LVT (A)-1s which all count as double before the guns were taken out.

In the end the Americans controlled all three entrenchments, exited 13 steps off the west edge of the map and just barely had a two to one step advantage in steps lost. The Japanese lost 22 step to the Americans 11, very close for that last objective. In fact, the Americans lost 10 steps of armor and only one step of Infantry after the dice and dust settled. A Major American Victory! The Japanese defensive were kind of poorly setup strategically and should have been more concentrated in hindsight.

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