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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Renewed Assault
Leyte '44 #46
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt046
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 1944-12-20
Start Time 11:00
Turn Count 22
Visibility Day
Counters 109
Net Morale 0
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 180
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
Marianas 1944 Counters
Saipan 1944 Maps + Counters
Introduction

The Americans brought up more troops overnight, with more artillery support, but the Japanese did as well, frantically digging in and creating more palm-log firing positions. When the 307th Infantry Regiment attacked again, they found an even more resolute Japanese defense facing them.

Conclusion

The Americans drove the Japanese back, but still could not break them. Repeated small-scale Japanese counter-attacks left hundreds of dead behind but could not roll back the American gains. The Japanese could not sustain this level of loss, and by the next day the road to Palompon had been opened and Thirty-Fifth Army was doomed.


Display Order of Battle

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

Display AARs (1)

Leyte 1944, Scenario Forty-Six: Renewed Assault
Author JayTownsend
Method Solo
Victor Japan
Play Date 2021-01-18
Language English
Scenario Leyt046

Leyte 1944, Scenario Forty-Six: Renewed Assault

The last scenario in the Leyte book and a tough one! The Americans and Japanese have about the same size of forces with the Americans having more off-board artillery but three victory levels to try and achieve or not. All the victory objectives are on map 83 but both sides will need map 82 to maneuver on and setup blocking forces. This time the dice clearly favored the Japanese and about half way through the scenario I got desperate as the Americans and started making assault combats which favor the Japanese. I only had two engineer units but clearly needed a FLM Engineer or two to avoid the fire-first which I had none. With seven turns left, the picture was clear, the Americans were too disorganized and in various state of morale to achieve any victory conditions, they had even lost more steps than the Japanese. I threw in the towel at this point, giving the Japanese a Major Victory.

Just like in historical life, the Americans couldn’t break the Japanese until the next day. In hindsight, I went after too many objectives at once as the American player and had my forces split into three groups with only the right flank having a little success. The middle took two towns but was beaten down in continued assault combat. The left flank was total failure. It is not like the Japanese were in great shape but better than the Americans at this point and the Americans still had half the map to clear and that was going to happen, as many of the northern Japanese units had even seen combat yet.

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