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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Progress at Buri Airfield
Leyte '44 #14
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt014
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Leyte '44
Historicity Historical
Date 1944-10-25
Start Time 07:00
Turn Count 22
Visibility Day
Counters 77
Net Morale 0
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 172
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Airfield Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Counters
Introduction

After sorting out his new command, Lt. Col. John Finn renewed the attack against Buri Airfield on the next morning, this time with two battalions in line. A 30-minute artillery bombardment made little impression on the Japanese, whose fortifications suffered only minimal damage. Finn pleaded for armor support, but the tanks remained committed to the flying wedge.

Conclusion

With added troops and artillery but no tanks, the second American attempt had some limited success, but still could not take the airfield. Third Battalion penetrated to the edge of the airfield, and rather than pull back for the night the Americans retreated only a short distance and fought off the inevitable counter-attacks without loss to themselves. With a stronger starting position, they would make a third attempt when daylight returned.


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.
  • 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

Display AARs (1)

Leyte 1944, Scenario Fourteen: Progress at Buri Airfield
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-10
Language English
Scenario Leyt014

Leyte 1944, Scenario Fourteen: Progress at Buri Airfield

I know this scenario is called Progress at Buri Airfield but I didn’t have any, as the Japanese basically setup all their units on map 83 in two areas defending the town hexes in the eastern and western areas including the airfield surrounded by minefields, entrenchments, casemates and dug-in Infantry and support units, using the terrain to their advantage. The Americans enter the battlefield in two groups and attacked that way, divided into two groups each attacking separate Japanese areas which probably wasn’t the best strategy, as they achieved none of their victory objectives giving the Japanese a Major Victory.

I pulled the plug of the operation after turn 16, as the American units were too scattered, disorganized, with disrupted units, demoralized units and only six turns left. They had lost 14 steps, one leader, which was a Major while the Japanese had only lost 5 steps and still had a solid hold on all the American victory objectives. I’ll try and do better on the next scenario, which is another attempt at the Buri Airfield but fresh troops and armor support.

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