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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Crossroads of Death
Leyte '44 #20
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt020
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 1944-10-27
Start Time 08:00
Turn Count 15
Visibility Day
Counters 64
Net Morale 1
Net Initiative 1
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 161
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

Four roads came together at the town of Tabontabon, prompting the Japanese to establish a supply depot there. Filipino guerillas reported the buildup, as well as the troops gathering to defend it and the fortifications that housed them. Despite good intelligence, the depth of the Japanese defenses appears to have surprised the American division and regimental staffs.

Conclusion

The American assault failed to capture the town on this first attempt; the assault guns of the regimental Cannon Company could not locate many the Japanese positions camouflaged in the tall grasses and the troops suffered in the heat. An ill-considered Japanese nighttime counter-attack made no headway at the cost of heavy casualties, and those losses helped the Americans capture the town on the following morning.


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.

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Misc
  • Towed
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Scen 20

Under Victory Conditions, the second bullet should refer to Map 83.

(rerathbun on 2020 Dec 23)

Display AARs (1)

Leyte 1944, Scenario Twenty: Crossroads of Death
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-31
Language English
Scenario Leyt020

Leyte 1944, Scenario Twenty: Crossroads of Death

This was a fast and furious scenario with only 15 turns and still with the American Green Division and the 7/6 morale but this one was an interesting puzzle to solve, for both the Japanese setup and the Americans attack plan. In 15 turns and by the luck of the dice on some rolls, the Americans were able to achieve 2 out of 3 of their victory objectives for a minor victory on the last two turns clearing the north-south road. While they controlled the towns and roads, they did not have a two to one advantage in step loses, close but no cigar.

The Americans lost 8 steps and leader while the Japanese lost 15 steps, 5 leaders and the game. But this was still a very close call, so I can recommend this scenario for a nail-biter!

Errata: For the All town hexes victory condition it should say map 83, not 82.

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