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!
The Kiling Zone
Leyte '44 #21
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt021
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 1944-10-27
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
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Minefields
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

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

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.


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).
  • 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
  • Towed
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Leyte 1944, Scenario Twenty One: The Kiling Zone
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-21
Language English
Scenario Leyt021

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.21 seconds.