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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Invalid Address
Leyte '44 #40
(Attacker) Japan vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for Leyt040
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-12-11
Start Time 23:30
Turn Count 15
Visibility Night
Counters 63
Net Morale 0
Net Initiative 1
Maps 1: 80
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 160
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

Among the emergency reinforcements rushed to Leyte by Gen. Tomoyuki Yamashita at 14th Area Army was a force of Special Naval Landing Force troops including tanks and mortars. It’s unclear whether the Japanese thought Ormoc was still in their hands, or if they were trying to surprise the Americans with a nighttime landing right in the port. The Americans were not fooled.

Conclusion

The Japanese came directly for the concrete pier at Ormoc, and the Americans met them with a torrent of fire. At least one Japanese sailor yelled “Don’t Shoot!” but the Americans ignored him. Japanese landing barges continued to appear throughout the night, and at least some of them disgorged troops and vehicles that slipped away from the Americans to join the ever-weakening Thirty-Fifth Army.


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.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Japan Order of Battle
Imperial Japanese Navy
  • Mechanized
  • Misc
  • Motorized
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Misc
  • Towed

Display Errata (1)

1 Errata Item
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 (1)

Leyte 1944, Scenario Forty: Invalid Address
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-19
Language English
Scenario Leyt040

Leyte 1944, Scenario Forty: Invalid Address

This is kind of a novelty scenario but after reading about it, I had to get it into the scenario mix and try and make it work. The Japanese are trying to land SNLF reinforcements at Ormoc not knowing it has already fallen into American hands. It is night and the Japanese land uncoordinated troops filled barges, transports, Daihatsus and Type 2 Ka-Mi amphibious tanks into the teeth of the American units. Story has it, this is the first time in history one amphibious tank sunk another.

In my game, the Americans setup first and have to spread-out across the maps, as they don’t know where the Japanese will enter and this gives the Japanese a small chance to see where to make they landings and the best American opening to push inland. The Japanese decide to hit the weaker defended north area in the American lines and all hell breaks loose soon after that. A number of strange engagements happen and the Japanese find a small hole and push some units through it and by the end of the scenario have pushed four good order units off the east edge of the maps even after the American shift their lines to engage but only achieving one out of three victory objectives, the Americans win a minor victory.

This scenario clearly favors the Americans but it is pretty fun to play and see if you can get either side to do better historically.

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