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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The Last Ditch
Leyte '44 #43
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt043
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 1944-12-17
Start Time 10:00
Turn Count 24
Visibility Day
Counters 32
Net Morale 0
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 160
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

Now officially abandoned, Leyte’s last Japanese defenders sought to delay the American juggernaut while they erected a final defensive line around the last tiny port still in Japanese hands. With his dreams of a glorious counter-attack finally scotched, Suzuki committed a unit of parachutists to ground combat, apparently expecting their elite status to translate to defensive prowess. He was mistaken.

Conclusion

The Japanese paratroopers had not dug themselves in, simply occupied whatever structures they could find. At first, they put up stout resistance against the Americans approaching from the west. The southern prong of the American advance took them by surprise, and they withdrew quickly.


Display Order of Battle

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

Display AARs (1)

Leyte 1944, Scenario Forty-Three: The Last Ditch
Author JayTownsend
Method Solo
Victor Japan
Play Date 2021-01-16
Language English
Scenario Leyt043

Leyte 1944, Scenario Forty-Three: The Last Ditch

The Americans certainly needed the off-map artillery support in this one. At one point towards the end of the scenario Americans had cleared all the north-south road hexes and three town hexes but did not have the 2 to 1 advantage in step loses, close but losing 3 steps to the Japanese 5 steps didn’t cut it and soon afterwards a Disrupted Japanese unit and leader recovered and moved on to a road hex, blocking the north-south road once again, thus the Americans only achieved 1 of 3 victory objectives giving the Japanese a Minor Victory.

This is a really close scenario. Even though the Japanese don’t being dug-in, if they start in a town hex or a village hex, they get good modifiers. The American in hindsight, should have left the town hexes and just gone for a minor victory of clearing the road and a 2 to 1 advantage in step loses, as they lost most of their steps fighting for those town hexes and even if you do control the town hexes and the north-south road, it is too much area to retain, as those Japanese paratrooper keep coming back. This is a good scenario, as even with 24 turns it goes really fast with a lower unit count.

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