Koepang, Day Two Nihon Silk #3 |
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(Attacker) Japan | vs |
Australia
(Defender)
Netherlands (Defender) |
Formations Involved | ||
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Australia | 2/40th Infantry Battalion | |
Japan | 3rd Yokosuka SNLF Parachute Unit | |
Netherlands | VIII Infantry Battalion |
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Overall Rating, 7 votes |
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3.29
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Scenario Rank: 571 of 940 |
Parent Game | Nihon Silk |
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Historicity | Historical |
Date | 1942-02-21 |
Start Time | 09:00 |
Turn Count | 36 |
Visibility | Day |
Counters | 66 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 34, 35 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 163 |
AAR Bounty | 159 |
Total Plays | 6 |
Total AARs | 3 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Inflict Enemy Casualties |
Conditions |
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Hidden Units |
Scenario Requirements & Playability | |
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Afrika Korps | Counters |
Kokoda Trail | Maps |
Nihon Silk | Base Game |
Introduction |
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The first parachute group had encountered unacceptable delays fighting through roadblocks or wading through dense jungle to avoid them. Their lessons learned were passed to the second group who would hopefully do better. Australian morale soared, meanwhile, with their fighting spirit further goaded by the discovery of murdered Australian prisoners. Brigadier W.C.D. Veale and his men eagerly anticipated the Japanese advance. |
Conclusion |
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The second group of Japanese naval paratroopers followed the advice of the first group, avoiding roads and traversing the thick jungle toward their objectives, but they ran into the Australians anyway. By the time either group of Japanese paratroopers made it to the airfield it had already been occupied by the Kure 1st SNLF and shortly after that the Allied forces surrendered. Frustrated in achieving their aims, the naval paratroopers contented themselves with tying Australian non-combatant medical personnel to trees and cutting their throats. |
2 Errata Items | |
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Scen 3 |
In the original DIY PDF version, the second group of Allied troops: 2/40th Infantry Battalion (Australian) and VIII Infantry Battalion (Dutch) enter from the West edge of Board 34 NOT the East edge. This was corrected in the laser-cut reissue. (JayTownsend
on 2011 Sep 07)
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The HMG units in counter mix are printed with the standard INF symbol, rather than the heavy infantry symbol used for HMG and WPN units. The misprint does not effect the units' function. (plloyd1010
on 2013 Mar 11)
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Nihon Silk, scenario #3: Koepang, Day Two | ||||||||||||
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Posting #1 *One small but important errata: The second group of Allied troops enter from the West edge of Board 34 NOT the East edge! My fault on this one. *Ok, I having a go at day two and hoping not to repeat some mistakes I did with the Allies on day one, which they should have won but lost. Day two is even harder on the Allies in Koepang but I have learned and now I have an Australian Brigadier General leading the Australian & Dutch troops. The Japanese start with some remnants from day one as do the Allies but both have reinforcements on turn one. The Victory objectives are the same as day one, eliminating units for both sides, exiting units for the Japanese and preventing the two exiting hexes from being exited for the Allies. I am ready for the challenge or the second round! Posting #2 *I just noticed, I forgot to use fire-first rule in the jungle on day one scenario! Dang, that would have made it a tighter game that scenario. Now back to day two! *Learning my lesion from scenario #2, I decided not to confront the Japanese but to defend both exit points with an equal mix force of Dutch and Australians because the Australians have a higher morale value that really helps out against the Japanese 9/8 morale.
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0 Comments |
Koepang Day 2 or Deja vu |
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Where have I seen this scenario before? Oh yeah the last one. Well this time around both sides attempted to get units into blocking positions to slow enemy reinforcements. Both were successful. This left these forces at a disadvantage and both got bloody noses, but the Allies got the worse of this encounter. They lost 2 full platoons of Inf and a 9-0-0 Major, a 9-2-1 Lt. were swallowed up by the Axis reinforcement column. The Axis suffered too. loosing a step of Inf just outside the village hex 0507 on bd 34. Eventually though the Axis ground through the mostly Dutch force guarding 0208 on bd 34. The Axis kept just enough strength advancing toward 0701 to force the allies to defend it. Meanwhile every one else dashed for 0208. This was aided by the early capture of the road juncture at 1008 on bd 34. Their ancestors must have been with them because only 3 platoons got "lost" in the jungle and then only temporarily. Once the jungle between hex 0909 & 0807 (bd34) was crossed the Axis used ther morale & assault column modifiers to quickly gobble up several companies of Allied Inf and Hmg. Those that were not eliminated melted away demoralized. Mean while at the other exit the allies now had a solid line in front of the Axis & were even counter attacking. But the Axis had slipped 2 full platoons and a 10-1-0 Ensign in to hex 0504 blocking the road to the western exit hex. This was the killer. The Axis quickly reinforced this position. Again most units found their way through the jungle while retreating to the 0208 exit. The Allies did harass this move and caused several 11 hour step losses on the Axis. They took a couple too. Finally at 1645 the last Axis platoon exited. Axis minor victory. Rating 3. I liked the situation and the jungle navigation rule too. The problem was having to check every unit on just about every move got tedious. Less pieces would have solved that. I would have given this scenario a 4 if it was not for that. |
0 Comments |
Can't Get Past the Aussies and Their Friends | ||||||||||||||
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This was a frustrating and high energy, 6-session go at trying to beat the Treadasaur and his Australians and Dutch in Indonesia. I played the Invading Japanese. We used the FOW, hidden units, consolidation, strategic movement and excess initiative optional rules. This play-through was harder for the defending Allies, but I still lost it for the Emperor by not getting my few remaining troops off the edge of the battle map. That First fire rule was the greatest and best card in my opponent's deck. His second big advantage was that he fought using mixed Allied stacks, concentrated around the exit hexes. I lost lots of leaders, had generally bad luck, lost many soldiers, and threw a great many combat 7-die rolls in this disappointing loss. Truth is, that you just can't predict how a close assault is going to work out! |
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0 Comments |