The Last Ditch Leyte '44 #43 |
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(Defender) Japan | vs | United States (Attacker) |
Formations Involved |
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Overall Rating, 0 votes |
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Scenario Rank: of |
Parent Game | Leyte '44 |
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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 |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Leyte '44 | Base Game |
Saipan 1944 | Maps + Counters |
Introduction |
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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 |
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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. |
Leyte 1944, Scenario Forty-Three: The Last Ditch | ||||||||||||
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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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