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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Vlug’s Bazooka
Leyte '44 #42
(Attacker) Japan vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for Leyt042
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Leyte '44
Historicity Historical
Date 1944-12-14
Start Time 15:00
Turn Count 13
Visibility Day
Counters 30
Net Morale 0
Net Initiative 0
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 151
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

While the American 77th Infantry Division tried to push up Highway 2 past the deadly block-house, the 32nd Infantry Division attacked southward in an effort to crush the Japanese between them. The crack Japanese 1st Infantry Division still had the will to resist, and now it had armored support. The Americans had a 29-year-old private with a bazooka.

Conclusion

The approach of Japanese tanks took the Americans by surprise. While his comrades scrambled for cover, Private Dirk J. Vlug picked up a bazooka and six rockets and stood in the middle of the road to await them. The Japanese blazed away at him with machine guns and cannon but left him unscathed. He put a rocket into the first tank, and when the second apparently stalled trying to back up he gunned down its crew with his pistol as they bailed out. The then knocked out the rest of the tanks with bazooka rockets (for six total, counting the abandoned machine), and would be awarded the Medal of Honor.


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
  • Mechanized
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
Scen 42

There is no enter or setup for the Japanese. They enter on the south edge of the map on turn one or later.

(rerathbun on 2020 Dec 19)

Display AARs (1)

Leyte 1944, Scenario Forty Two: Vlug’s Bazooka
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-19
Language English
Scenario Leyt042

Leyte 1944, Scenario Forty Two: Vlug’s Bazooka

I needed a quick scenario last night to get my PG fix in and something with a little Japanese armor sounded good, so this was the scenario. The victory condition all lie upon the Japanese player, they have two victory level which involve exiting 4 steps off the north edge of the map and eliminating 4 American steps, if they do both it’s a major victory, if they do one it’s a minor victory. The American must setup within two hexes of the north-south road in hexes numbers xx08 or less, so about the middle of the map and north.

One errata: (The Japanese enter the south edge of the map on turn one). It was left out for some reason.

The Japanese move the bulk of their force along the north-south road but also flank some of their forces around their left side to try and get some exit points, forcing the Americans to pull some of their units out of their dug-in positions to try and chase down and block those Japanese Infantry units. The rest of the Japanese Infantry moved in forces, in groups pretty close to the major north bound road followed by Type 95 armor, three steps worth.

With first contact, the Japanese decide to assault as many American hexes as possible as they need to eliminate American steps and their losses do not matter especially if they have a flanking force on a different mission, to head north. The Assaults strategy worked out pretty well, I even had a Japanese reduced Infantry, value of two with a leader roll a 2 on the dice and get a 1X result on the Americans units. The Armor became a chest game. One full strength or two step Type 95 unit was assaulted by American units using both Bazooka fire and direct assault fire but since both fire simultaneously, the American lost a step but two steps of Japanese armor were also lost. The other half step of Type 95 tanks had made a chest move, around all these other combats and assault happening and moved through a field hex and then a light jungle hex next to an American unit that had already activated. The next turn it activated first and moved through one light jungle hex and exit off the road hexes off the north edge of the map adding 2 points to the already 3 points of the Japanese Infantry steps that had flanked of the edge of the map the turn before with three steps of Infantry and one leader, thus achieving one victory level for the Japanese. The Japanese were about finished in the center of the map but after the remainder of assaults finished up the Japanese had eliminated 4 American steps, giving them their second victory level, a Major Japanese Victory. True it was only for a day and most of the remaining Japanese units were demoralized and two steps of Japanese armor were burning wrecks but they achieved their mission!

I don’t think my American setup was bad as they had to be within two hexes of the road on or north of hex xx08 but they needed to react faster to the flanking Japanese units and leave the safety of the foxholes. The Japanese were able to use the terrain to their advantage in their approach to American units to get into assault positions the following turn, so maybe some American units could have been better setup to support each other. The Japanese on the other hand used the correct strategy by sending the major force to attack and the minor force to flank and exit and true they had some good luck of the dice in assault combat and flanking movement, first activations but the only thing they could of improved on was to have some Infantry stacked with their armor, to maybe avoid the American Bazooka attacks in assaults. Assault is the only way for the Americans to stop the Japanese armor, as they have no AT support weapons and assault fall into the Japanese advantage. So in the 13 turn scenario, some luck of the dice will help either side to win but a surprisingly balance first game play. I’ll have to try this one again, as I thought the Americans had the advantage but still lost.

I thinks all the step lost in this scenario were from assault combat, the Americans lost 4 steps and the Japanese lost 5 steps. Sure some units were demoralized and disrupted due to Direct Fire and off board artillery but most were this state because of assault combat.

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