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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Swamp Things
Leyte '44 #18
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt018
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 10:00
Turn Count 20
Visibility Day
Counters 62
Net Morale 1
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Caves
Entrenchments
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

Aslum, a small but dense village – a barangay to Filipinos – lay on the road to Tabontabon, one of 96th Infantry Division’s objectives. The Americans had to slog their way through swamps to even reach the road and the barangay, only to find that the Japanese had fortified its handful of buildings and added concrete positions around it. With tank assistance, the green American infantry went forward.

Conclusion

Tank support made the difference, as the green infantry gladly went forward when accompanied by armor. The Shermans did the heavy lifting, knocking out at least five concrete emplacements to allow the infantry to surge into the village and drive out the defenders.


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
United States Order of Battle
Army

Display AARs (1)

Leyte 1944, Scenario Eighteen: Swamp Things
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-21
Language English
Scenario Leyt018

Leyte 1944, Scenario Eighteen: Swamp Things

The Americans have good armor support, good Infantry numbers but little off board artillery support and a low morale of 7/6 and three victory objectives to try an achieve or not. The Japanese have a lot of entrenchments, casemates and even a cave, a minefield and some good AT Guns to slow the road north for the Americans.

The Japanese setup basically in four areas along the north-south road with the biggest obstacles in the tighter, narrow corridors, especially on map 82. The Japanese are still kind of spread thin and only put one units in the far northern town. The Americans really get clogged up on the first Japanese defensive position on map 83 and take 5 or 6 turns before they decide to flank some units out of the traffic jam and many of the forward units get demoralized and need room to pull out and recover and regroups. With help of armor and the Flame Engineers the Americans finally clear the first road block but one Flame Engineer loses a step as well as an armor steps. Once in the middle of the map the American creep past the second Japanese road block and loses three more armor steps which count double and an Infantry step and again the road gets clogged up.

Finally with 7 turns left the Americans need to flank again, the third Japanese road block as it starts to fall toward the end of the game but the forth is still waiting. The American achieved none of their victory objectives, giving the Japanese a Major Victory even if the battlefield didn’t look like it. The Americans lose 14 steps as the Armor counts double and the Japanese lose 16 steps but no victory objectives to the Americans. In hindsight, the Americans should have blown off the north-south road object and flanked on both sides going after the town & village hexes on map 82 and getting a maybe 2 to 1 advantage in step loses and the north-south road was too costly with all those Japanese fortifications.

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