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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Hill 380
Leyte '44 #32
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt032
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-12-06
Start Time 08:00
Turn Count 16
Visibility Day
Counters 56
Net Morale 0
Net Initiative 1
Maps 1: 100
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 158
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Counters
Introduction

Hill 380 anchored the inland flank of the Japanese line facing south against the advancing U.S. 7th Infantry Division. The Japanese 35th Army emphasized its defense not only as the position’s linchpin, but to protect the road leading inland across the mountains to the American-held airfields around Burauen. The American 17th Infantry Regiment approached the hill to meet a storm of machine-gun fire.

Conclusion

The Japanese held their ground, driving off the Americans in some confusion. Even as the Japanese finally launched their airborne counter-attack, the Americans landed yet another fresh division on the coast between Ormoc and the Japanese blocking position. Now in danger of encirclement, the 26th Infantry Division had no need for Hill 380 and pulled out quickly. When the Americans attacked again on the 7th they found the hill occupied by a dozen Japanese soldiers too badly concussed by artillery fire to accompany the withdrawal.


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).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display AARs (2)

Leyte 1944, Scenario Thirty-Two: Hill 380
Author JayTownsend
Method Solo
Victor Japan
Play Date 2021-01-08
Language English
Scenario Leyt032

Leyte 1944, Scenario Thirty-Two: Hill 380

It seemed like a pretty straight forward scenario, take the 60-meter hill mass, clear the east-west road and have a two to one step lose advantage as the Americans. However, the American’s FLM Engineer gets demoralized in the first assault, the Japanese off-board artillery is just as deadly as the Americans and the minefields forces the American armor to skate around terrain and get clogged up in that terrain. The Americans manage to clear the east-west road but they do not control the hills and have actually lost mores steps than the Japanese. The Japanese lost 10 steps and 1 leader, while the Americans lost 12 steps and 1 leader, giving the Japanese a minor victory.

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An American Debacle on Leyte
Author treadasaurusrex (Japan)
Method VASSAL
Victor Japan
Participants sagunto
Play Date 2021-12-16
Language English
Scenario Leyt032

This play-through was a 3-session, online exercise in frustration for both sides. Playing the Japanese side, I was surprised that my honorable, American-side opponent, was advised by a long-time, experienced PG player (observer) to concede the game at the end of the 7th game turn.

Using the dreaded FOW rule, shortened 3 turns in this short play-through and ended up substantially helping the Japanese hold the the 60-meter hill mass, while also causing a fair amount of chaos on the east-west road due to turn-shortened, disorganization of US assault sequencing. This scenario turned into an unpleasant slog once it was clear that the Americans were experiencing a long string of bad luck in die rolling, especially as regards morale checks and close assault combat die rolls. As reported elsewhere, both sides OBA was relatively effective, and the American armor had serious movement issues in difficult terrain trying to avoid Japanese minefields. Shockingly, the powerful US flame-throwing combat engineer platoon was eliminated in a close assault on Turn 4.

All ended abruptly when my opponent retired after taking 4 step losses in a single turn trying to clear the east-west road of infiltrating Japanese platoons. At that point in the play-through, the US-side has lost more steps that the Japanese, by a margin of almost 2-to-1. At the sudden-death ending; the Japanese had lost 8 steps and 1 leader; and the Americans had lost 15 steps and 2 leaders.

The early concession gave the Japanese what, IMHO, was an undeserved minor victory. I made far more tactical mistakes than my honorable opponent did -- notably by forcing close assaults before softening up the opposing force with disruptions & demoralizations through bombardment and direct fire. The Americans just lost more units than I did, mostly in close assaults, and their command structure lost cohesion and became distracted.

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