Typhoon Leyte '44 #25 |
||
---|---|---|
(Defender) Japan | vs | United States (Attacker) |
Formations Involved |
---|
|
Overall Rating, 3 votes |
---|
3.33
|
Scenario Rank: --- of 940 |
Parent Game | Leyte '44 |
---|---|
Historicity | Historical |
Date | 1944-11-08 |
Start Time | 09:00 |
Turn Count | 28 |
Visibility | Day |
Counters | 48 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 100 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 159 |
AAR Bounty | 165 |
Total Plays | 2 |
Total AARs | 2 |
Battle Types |
---|
Inflict Enemy Casualties |
Road Control |
Cave Control |
Entrenchment Control |
Conditions |
---|
Caves |
Entrenchments |
Minefields |
Off-board Artillery |
Severe Weather |
Smoke |
Scenario Requirements & Playability | |
---|---|
Leyte '44 | Base Game |
Marianas 1944 | Maps |
Saipan 1944 | Counters |
Introduction |
---|
On 8 November a typhoon lashed Leyte with heavy winds and rain, grounding all aircraft, flooding roads and trails, limiting visibility on the ground and bringing general misery to both sides. It did not stop the fighting, as the 21st Infantry Regiment renewed its attack on the Yamashita Line. |
Conclusion |
---|
Unable to deploy tanks across the sodden ground, the 21st Infantry brought up additional flamethrowers to give their attack added punch. That made little difference, as the Japanese held their ground and rained down machine-gun and mortar fire on the Americans until they withdrew without having dented the Yamashita Line. First Infantry Division had suffered enormous casualties but held its ground; 24th Infantry Division had been ground up in the attempt and was withdrawn from the front to give way to a fresh division, an option the Japanese did not have. |
Leyte 1944, Scenario Twenty-Five: Typhoon | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Leyte 1944, Scenario Twenty-Five: Typhoon I enjoyed naming this scenario as a Typhoon was hitting the Island while this battle was going on. The Terrain is flooded, there are lots of caves, entrenchments, minefields, the River is Major and the Americans bring two Engineer units and two Flame-Engineer units to spice things up. It’s a brutal battle and the Japanese must figure out how to best setup to defend and delay the Americans, while the Americans must figure out how to best move through this flooded terrain and attack with the best possible Infantry stacks, as there is very little support for either side, this in the ultimate Infantry battle. The Americans had three objectives to achieve a major Victory and achieved all three but needed all 28 turns to do it and some luck with the dice as well. The Americans only lost three steps and the Japanese were pretty much cleared from the map for a Major American Victory. Some of this was because of my poor Japanese setup positions however. |
||||||||||||
0 Comments |
What's Worse, the Weather, the Covered Minefields, or the Hidden Enemy? | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
This 28-turn scenario was played, on-and-off, over 6-sessions with the redoubtable Sonora leading advancing elements of the US 24th Infantry Division, in this NO ARMOR slugfest. I played the semi-defending elements of the 1st Japanese Infantry Div. in this overlong battle that was one of those darn "all or nothing" scenarios, where a draw is not typically achievable. As it turns out, we proved that this was not the case and this "close run thing" ended in a very costly draw, with the Americans only achieving a single victory condition (4 entrenchment or caves taken) which normally would have given the Japanese side a minor victory, except for the fact that nearly all Japanese combat units (22 steps) were eliminated in our play-through, leaving only 3 leaders and a pair of reduced infantry platoons that still held hexes on the, heavily-fought-over, north-south road. The Americans lost an amazing 25 steps and 6 leaders during this bloody, weather-dominated, low-visibility, fight. As others have reported, this was a bloody and ferociously-fought, infantry battle in which both sides happened to drew sub-par leaders and 11 of the 28 game turns played were shortened by the FOW optional rule. Both sides alternated having either really lousy combat & morale recovery die throws, OR remarkably good die rolls leading to many steps being killed outright in close assaults, or adjacent-hex fire fights. Oddly the Japanese were able to inflict more step losses, thank primarily to their initial setup and the difficulty that the Americans side had in sequencing attacks, finding & fixing hidden Japanese units, and dealing with a pair of surprisingly-well-placed & covered, number 3 minefields! Overall, the Japanese side benefited from better combat results thanks to slightly better luck with the doggone dice. This one is a decent, infantry-only fight in SHARED mode, but it should probably be played in SOLO mode first by both sides to help the players adjust to the crucial terrain, weather & movement issues. We give this one a rating of 3, mostly due to the fact that one can achieve a draw in this "all or nothing" battle, if the PG Fates so decree. |
||||||||||||||
0 Comments |