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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Texas Horse Soldiers
Leyte '44 #28
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt028
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-11-30
Start Time 10:30
Turn Count 25
Visibility Day
Counters 55
Net Morale 0
Net Initiative 0
Maps 2: 100, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Maps + Counters
Introduction

Despite the arrival of 32nd Infantry Division, X Corps’ strength continued to ebb and Sixth Army finally released the last corps reserve, the Texas National Guard’s 112th Cavalry Regiment, an independent unit and one of the last cavalry regiments to give up its horses. The regiment advanced past the ridges only to meet a well-prepared Japanese position perhaps three miles further on.

Conclusion

The Japanese 1st Infantry Division had suffered enormous losses but remained fully capable of combat, and it stopped the Texas cavalry cold when the dismounted horsemen reached their fortifications in the rough ground about a mile east of Highway 2. Night-time harassment by patrols and sporadic artillery fire kept the cavalry from on its heels, and it would be another 10 days before they dislodged the Japanese from their jungle fortress.


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.
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Army
  • Misc

Display Errata (2)

2 Errata Items
Scen 28

Under Victory Conditions, the third bullet should read:

All 60-meter hexes are American-controlled at the end of play.

(rerathbun on 2020 Dec 23)
Overall balance chart for 1269

The A4 has an inherent leader and two combat steps. Its counter should have been given an amphibious armor symbol.

(Shad on 2013 May 06)

Display AARs (2)

Leyte 1944, Scenario Twenty-Eight: Texas Horse Soldiers
Author JayTownsend
Method Solo
Victor United States
Play Date 2021-01-07
Language English
Scenario Leyt028

Leyte 1944, Scenario Twenty-Eight: Texas Horse Soldiers

The 112th Cavalry Regiment bought their amphibious tank support inland to help eliminate stubborn Japanese resistance and it paid off! One small errata to note in the victory conditions, the 80 meter hill should say 60 meter hill hexes which are on map 100.

The Americans have three victory objective and one is to clear both east-west roads of enemy units on both maps and their forces are big enough to split up. The biggest force went after the 60-meter hill mass on map 100 which included clearing it of two Japanese entrenchments and enemy units. The American lost a two-step LVT(A)4 unit early but once the enemy 70mm and 20mm guns were knocked out the remaining LVT(A)4s were free to stack together in three unit monster gun stack which could fire on dug-in Japanese Infantry from the safety of two hexes away and blast a path clear within a few turns.

The American achieve all three of their victory objectives including the 2 to 1 advantage in step loses. The Japanese lost 14 steps while the American only lost 6 step but won a Major Victory.

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A Near Draw in the Philippines
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Tubac52
Play Date 2022-12-21
Language English
Scenario Leyt028

This was a 4-session play-through in which the resolute, Tubac52, led the defending Japanese side, and I played the attacking, dismounted US Army 112th Cavalry Task Force. We used the FOW, smoke and excess initiative optional rules.

There were 7 FOW-shortened turns in this play-through, that hurt the attacking GIs far more than the Japanese defenders. It was quite a chore to eliminate the dug-in Japanese AT assets, but eventually infantry numbers and the US amphib AFVs were able to breakthrough.

The Japanese lost 19 steps and 3 leaders, while the American side lost 7 steps, on the way to a Major Victory in difficult jungle terrain. The Americans managed to achieve all 3 of their objectives, including securing both of the east-west roads on the battle map, and eventually taking the Japanese entrenchments on the 60-meter hill mass on Map 100. This was a hard fight and the outcome was in doubt almost to the last turn.

This scenario rates a 3, mostly because it was enjoyable to play. The map art is confusing and is a real trial to interpret. There should be a clear & easy-to-read key, and some depictions of scenario-appropriate LOS situations included with this game.

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