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
Errors? Omissions? Report them!
Labiranan Head
Leyte '44 #17
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt017
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 1944-10-22
Start Time 07:00
Turn Count 22
Visibility Day
Counters 47
Net Morale 1
Net Initiative 1
Maps 2: 100, 82
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 164
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Entrenchment Control
Conditions
Entrenchments
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Maps + Counters
Introduction

By landing just north of Dulag in the midst of swamps, the 96th Infantry Division avoided Japanese defenses and came ashore virtually without opposition. The Japanese had dug in just to the north, in and around the ridges known as Labiranan Head, and the Americans had to turn and deal with them. The first attempt failed, and after a hefty bombardment by airplanes and naval guns, they came on again a day later.

Conclusion

Supported by massive artillery barrages, the Americans made slow progress through the Japanese positions. They finally reached the crest of the hill but could not eject all of the Japanese from their entrenchments. But operations on the landward flank assured that the Japanese could not remain on Labiranan Head, and they withdrew before they could be isolated there.


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
  • 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
  • Towed

Display AARs (1)

Leyte 1944, Scenario Seventeen: Labiranan Head
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-21
Language English
Scenario Leyt017

Leyte 1944, Scenario Seventeen: Labiranan Head

The Japanese don’t have a huge force here but they are going up against Green American Division with only a 7/6 morale rating. The Japanese have some good assets and decide to setup two entrenchments on the deep jungle hills on map 82 and one on the open hills of map 100 forcing the Americans to split their forces if they wanted to achieve all their victory objectives. So the key for the Japanese is their setup.

The Americans got too excited and hurried their armor ahead of their Infantry to the more open hills on map 100 which was their opening mistake and their biggest mistake of the scenario. In three turns the Japanese entrenched 75/88 gun destroyed three armor steps and demoralized another leaving the Americans with no armor the rest of the scenario accept a halftrack unit. The 75/88 gun is deadly for American armor, as even the Sherman tanks only have a 3 value armor defense factor. On the other hand the Japanese 75mm guns are pretty useless with only a 4 bombardment factor but better with a 2 AT factor. The Americans have a good off-board artillery factor but once my American Infantry became demoralized on the maps, for both of their forces, they hardly ever recovered and I found my forces too weak to obtain any of the victory objective, they lost over three times as many steps as the Japanese when you throw in the lost armor steps counting double. The Japanese win a clear Major Victory on this one. Losing my armor early sealed my fate on this scenario but I still really enjoyed. The American need to take out that Japanese 75/88 gun early to at least have a chance but it will still be difficult, worth another attempt for sure. Next time!

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.267 seconds.