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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Tanks in the Night
Leyte '44 #11
(Attacker) Japan vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for Leyt011
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-10-20
Start Time 04:00
Turn Count 10
Visibility Day & Night
Counters 15
Net Morale 0
Net Initiative 1
Maps 1: 100
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Counters
Introduction

The Americans reached the edge of Dulag Airfield on the 21st, and dug in as night fell. Captain Kono’s 7th Independent Tank Company had been using its outdated Type 89 medium tanks to pull rollers across the sodden airfield at Burauen. The captain set out with his eight serviceable tanks soon after nightfall, and needed six hours to coax six of the worn-out machines the six miles to Dulag.

Conclusion

The American official history would claim that two separate waves of tanks attacked during the night, but this was simply Kono’s company wandering about, repairing their balky machines and returning to harass the Americans again. At one point a small group of Japanese infantry joined his quixotic assault, losing 35 dead to the alerted defenders; the Americans also destroyed six of the eight Type 89 tanks that attacked.

Additional Notes

The 2nd clause for an American major victory should read: AND at least 2 Japanese steps have been eliminated.


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
  • Foot
  • Leader
  • Mechanized
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
Scen 11

Under Victory Conditions, the final item should read "AND at least two Japanese steps . . ."

(rerathbun on 2020 Dec 23)

Display AARs (1)

Leyte 1944, Scenario Eleven: Tanks in the Night
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-10
Language English
Scenario Leyt011

Leyte 1944, Scenario Eleven: Tanks in the Night

A fun, a fast and a little scenario to play. It is night, the Japanese have two goals with different victory levels to try and achieve. The Americans have a lot of ground to defend and to try and prevent the Japanese their victory and maybe get one of their own.

Fortunately for the Japanese, the Americans setup first so they can plan what strategy to take, spread out or grouped together. In my game, the Japanese found a hole in the American lines and ran the Type 89 tank platoon off the east edge of the map. One group of American Infantry caught up adjacent to the tanks at one time hoping to assault the tanks but on the next turn the Japanese activated first for their escape while the Japanese Infantry group tried to assault some American units and maybe achieve the next level up victory condition but rolled poorly on the dice and just soon were overwhelmed by more American units.

The Japanese got a minor victory on this one but again I can see many different kind of situations and results happening on this scenario. I’ll have to play this one again, no doubt!

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