The Kiling Zone Leyte '44 #21 |
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(Defender) Japan | vs | United States (Attacker) |
Formations Involved |
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Overall Rating, 0 votes |
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Scenario Rank: of |
Parent Game | Leyte '44 |
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Historicity | Historical |
Date | 1944-10-27 |
Start Time | 08:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 65 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 100, 82 |
Layout Dimensions | 86 x 28 cm 34 x 11 in |
Play Bounty | 169 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Inflict Enemy Casualties |
Road Control |
Conditions |
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Entrenchments |
Minefields |
Scenario Requirements & Playability | |
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Leyte '44 | Base Game |
Saipan 1944 | Maps + Counters |
Introduction |
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Turning inland after driving slowly up the coast to link up with scouts from XXIV Corps, the 96th Infantry Division’s 381 Infantry Regiment marched on the town of Kiling. Kiling blocked the way to the crossroads at Dagami, whose fall would endanger the troops facing 7th Infantry Division to the south-west. And so the Japanese mounted a determined defense of Kiling, while the Americans committed special weapons of their own. |
Conclusion |
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American firepower accounted for most of the Japanese prepared positions on the road to Kiling, but was not enough to actually capture the town. The Japanese held out for three more days, when the 7th Infantry Division’s capture of Dagami threatened to isolate them between the two American divisions. The Japanese 9th Infantry Regiment hurriedly withdrew from Kiling to join the defense of the mountain line to the west. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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1 Errata Item | |
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Scen 21 |
In the American order of battle, "E4-5" should read "Sherman Fl" (E4-5 is the USMC version). (rerathbun
on 2020 Dec 21)
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Leyte 1944, Scenario Twenty One: The Kiling Zone | ||||||||||||
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Leyte 1944, Scenario Twenty One: The Kiling Zone I should have named this one, the long road! It looks like it should be easy for the Americans to do with armor support including the dreaded E4-5 Sherman Flame throwing tank but the Japanese plug in four casemates and some entrenched guns along the way besides their normal dug-in Infantry units, so it’s a long road in 24 turns to achieve three victory objectives for the Americans and with no off-map artillery support to soften anything up. The American barely achieve the two to one loss ratio, losing 11 steps to 23 steps but only manage to exit 8 steps of the required 12 and couldn’t clear the last obstacle on the road. The Japanese get a Minor Victory! If there would have been two more turns or some better dice rolls and the Americans could have won. I recommend full speed ahead on this one, if you play the Americans or you will come up short. |
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