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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Night Assault
Leyte '44 #30
(Attacker) Japan vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for Leyt030
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-11-24
Start Time 20:00
Turn Count 22
Visibility Night
Counters 95
Net Morale 0
Net Initiative 1
Maps 3: 100, 82, 83
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 181
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Maps + Counters
Introduction

Following a heavy artillery barrage, at least by Japanese standards, the 13th Infantry Regiment went forward in an effort to throw the Americans off the feature they had named “Shoestring Ridge.” Under the eerie light of a full moon, the Japanese probed for American weak points.

Conclusion

The Japanese flung a reinforced battalion at a single American company, while the rest of the regiment made probing attacks elsewhere to keep the Americans from reinforcing the threatened sector. The Americans held, but the Japanese continued to probe for an opening, succeeding in infiltrating multiple groups through the American lines. They did not reach the American artillery, but Japanese counter-battery fire destroyed an entire American 105mm howitzer battery.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Army
  • Mechanized
  • Motorized
Marine Corps
  • Foot
  • Leader

Display AARs (1)

Leyte 1944, scenario Thirty: Night Assault
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-20
Language English
Scenario Leyt030

Leyte 1944, scenario Thirty: Night Assault

For once the roles are reversed and the Japanese have the much better artillery support and man power and at night, to better favor their assault combat strengths. Still I looked at the three levels of victory conditions and thought maybe they could achieve one or two levels but to my surprise they achieved a Major Victory!

The Americans started with their artillery units well to the south out of harm’s way on map 83 and they setup defensive positions on the hills on map 100 in anticipation of the Japanese offensive with blocking units also along the north-south road on all three maps. The Japanese enter in mass under the cover of night and approach the first major American blocking forces on the hills on map 100 but are able to blast a hole through the American lines especially with the off-board artillery values of 5 x 16. They also don’t lose focus of the main victory objectives, the north-south road and the artillery park in the south, as eliminated steps will come in time.

The Japanese flank the American blocking forces with Recon Infantry unit and a strong Lieutenant to be able to put off-board artillery fire on the Americans on map Artillery Park, which work very well and is the first time in PG that I got to use a Japanese Recon unit/counter. The Japanese were punching through the American lines and continued to clear obstacles along the main road and flank American units, then blasting them with artillery, direct adjacent fire and assaults as they went, forcing the Americans out of their dug-in positions to readjust their lines.

By turn 19 the Japanese had eliminated more American steps then the Japanese lost and eliminated the American Artillery units/park for two of their three victory objectives. On the last three turns they were able to clear the north-south road of two stubborn assault hexes, with one I had to clear out of it and hit it with artillery and adjacent direct fire to finally finish it off. It took all 22 turns but the Japanese achieved all three of the objectives for a Major Victory! Only with the massive off-board artillery was this possible, blasting their way through American positions.

In this scenario I lost more American steps than ever before accept maybe a scenario against German units. The American lost 31 steps, 6 leaders and the Japanese lost 16 steps and 2 leaders. As I mentioned before, the roles are reversed for a change and there are many variables to make the outcome of this scenario different each gameplay. This scenario also has a few of the only Marine units on Leyte. I can highly recommend this scenario!

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