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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West of Carigara
Leyte '44 #23
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt023
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 1944-11-03
Start Time 07:30
Turn Count 20
Visibility Day
Counters 65
Net Morale 0
Net Initiative 0
Maps 2: 81, 82
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 168
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

The first Japanese reinforcements to arrive on Leyte came from the 102nd Infantry Division, formed at Cebu just three months earlier from an independent mixed brigade. Several battalions landed on Leyte’s north coast, prompting American commander Walter Krueger of Sixth Army to pause his advance in case more Japanese landed behind his lines. By the time the Americans moved forward again, the newly-arrived Japanese had had time to prepare for them.

Conclusion

The 34th Infantry Regiment’s advance began easily, and they encountered no resistance. When they did finally encounter the Japanese, they were in far greater force than anticipated, in well-prepared positions. Attempts to outflank them simply ran into more prepared positions manned by fresh troops. Even the heroism of 19-year-old Sgt. Charles Mower, who would be awarded the Medal of Honor after his death, could not bring the Americans through the Japanese positions. The Americans withdrew and applied a day-long artillery barrage to the Japanese positions, but they had already slipped away.


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.
  • 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
  • Misc

Display Errata (3)

3 Errata Items
Scen 23

In the order of battle, "LVT" should read "LVT-4."

(rerathbun on 2020 Dec 21)
Scen 23

Map 81 should be oriented with the map number in the upper right corner (Ocean on north edge).

(rerathbun on 2020 Dec 23)
Overall balance chart for 1265

LVT 4 is a one step open-topped APC. Any scenarios where units and leaders start loaded on LVT 4's and enter the board via ocean hexes do not activate in the regular manner.

While at sea, all LVT 4's activate like AFV's with leaders, and move toward beach hexes. While moving toward the beach hexes they don't need to use all MPs or move in a straight line. Once they are on the beach, they must follow standard activation rules for both land and water hexes. LVT 4's that are destroyed at sea do not trigger leader decapitation.

(Shad on 2013 May 06)

Display AARs (1)

Leyte 1944, Scenario Twenty-Three: West of Carigara
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-21
Language English
Scenario Leyt023

Leyte 1944, Scenario Twenty-Three: West of Carigara

One little but important piece of missed errata: Map 81 should be configure with the ocean facing north or the number 81 located in the top right-hand corner.

A good, fun scenario to play and it shows you why PG really shines in the Pacific Threat. The Americans are under a lot of pressure to try and achieve three objective in 20 turns. The Japanese have to figure out how to best defend against the American player achieving or not, these victory levels. Kind of an interesting puzzle to solve for both sides. The Terrain is usually always beneficial to the defender and the Americans are not very mobile either with only one LVT vehicle unit. The Japanese decide to defend the north-south road and spread out their support weapons across the two maps.

At first it looked pretty bad for the Americans and the Japanese rolled very well inflicting three step losses very early but once the Americans, which were divided somewhat into two groups recovered, they were able to put a good offensive together and only lost two more steps through the rest of the game and one Major as well. They were able to eliminate 3 out of 4 of the Japanese support weapons and had more than a two to one advantage in steps losses but were not able to clear the whole north-south road. They needed maybe three more turns, as the Japanese still had units on the far southern section of the road including a 37mm AA Gun. So the Japanese lost 20 steps and 4 leaders, while the Americans lost 5 steps and one leader achieving 2 victory objectives and a Minor American Victory.

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