Iron Brigade Leyte '44 #26 |
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(Defender) Japan | vs | United States (Attacker) |
Formations Involved |
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Overall Rating, 0 votes |
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0
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Scenario Rank: of |
Parent Game | Leyte '44 |
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Historicity | Historical |
Date | 1944-11-17 |
Start Time | 07:45 |
Turn Count | 16 |
Visibility | Day |
Counters | 32 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: 82 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 153 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Hill Control |
Inflict Enemy Casualties |
Cave Control |
Entrenchment Control |
Conditions |
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Caves |
Entrenchments |
Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Leyte '44 | Base Game |
Saipan 1944 | Maps + Counters |
Introduction |
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With the 24th Infantry Division rendered ineffective the U.S. Sixth Army fed the newly-arrived 32nd Infantry Division into its place. The National Guard division traced its heritage to the Wisconsin and Michigan regiments of the Civil War’s Iron Brigade and so far had lived up to that lineage, spending the previous two years in Australia and New Guinea and seeing a great deal of jungle combat. Its next task would be to break the Japanese 1st Division holding Corkscrew Ridge. |
Conclusion |
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Part of the 128th Infantry Regiment’s 3rd Battalion ran into stout opposition that stopped its advance cold, but other companies found the Japanese positions’ open flank and filtered past. After another day of futile assaults, the American regimental command chose to bypass Corkscrew Ridge and mop it up later. Not until 10 December was all resistance on the ridge eliminated. |
Leyte 1944, Scenario Twenty-Six: Iron Brigade | ||||||||||||
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Leyte 1944, Scenario Twenty-Six: Iron Brigade Map 82 is one of the most difficult maps to fight on but also the funniest as far as solving the puzzle on how to conquer it, with a hill mass that includes a 80-meter hex. It had trails on two sides in thick jungle, now throw in two cave counters and two entrenchments counters in this scenario the fun really begins. The Americans must attack from both trail hexes as not to bunch up too much but the most important counter in the whole scenario is the FLM or Flame Engineer counter/unit if the Americans want a chance to win. Obviously I didn’t led with it in the first stack but brought it up when the time was ripe for an assault combat. I was fortunate enough this time, to be able to use this unit, stacked with Infantry, to clear two caves and one entrenchment, always having three units and a couple of leaders in each assault. If I had lost the FLM or had it demoralized I doubt I could have won this one but luck was on my side this time. The Americans won a Minor Victory, achieving two out three victory objectives but I could never clear the 80-meter hex with the last entrenchment in it. The Americans lost 4 steps and one leader, while the Japanese lost 10 steps, one leader and the game. |
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