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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Okinawa: The Last Japanese Paratroopers
Nihon Silk #9
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 1st Glider Tank Unit
Japan 1st Raiding Brigade
United States 6th Marine Division
United States 96th "Deadeye" Infantry Division
Display
Balance:



Overall balance chart for NiSi009
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Nihon Silk
Historicity Historical
Date 1945-08-30
Start Time 08:00
Turn Count 36
Visibility Day
Counters 77
Net Morale 0
Net Initiative 0
Maps 2: 14, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 168
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Airfield Control
Paradrops
Conditions
Hidden Units
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Guadalcanal Counters
Nihon Silk Base Game
Introduction

The Japanese planned a much bigger airborne and glider assault with large bomber-towed Ku-7 and Ku-8 gliders. Forces included Type 95 light trucks, a jeep-like vehicle usually used for unarmed liaison duties but specially equipped with a 20mm automatic cannon for this mission. The gliders were also to carry 47mm anti-tank guns and 75mm field pieces to support the attack. The large Ku-7 Glider was developed to carry light tanks, and the Type 2 Ke-To light tank completed the attacking force. As the war continued, only two Ku-7 Gliders and 34 Type 2 tanks were produced and the war ended before this last raiding force could attack. For players who like armor and weird units, this should hit the spot!

Conclusion

As defeat loomed, Japanese plans veered ever deeper into insanity - an alternative to this strike called for an airborne landing in the Marianas to destroy B-29 bombers on the ground. Even if the Japanese had won a tactical victory in this Okinawa operation it would have been short-lived, but it is interesting to see what these different types of units might have accomplished.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Motorized
United States Order of Battle
Army
  • Mechanized
Marine Corps

Display Errata (1)

1 Errata Item
Overall balance chart for 1177

This unit should not be treated as a transport unit, rather it is gun armed reconnaissance car. It should exist in the game as an unarmored "armored" car. Refer to the forum post at http://www.pg-hq.com/comms/showthread.php?tid=491 for more details.

(plloyd1010 on 2013 Mar 11)

Display AARs (3)

Nihon Silk, scenario #9: Okinawa: The Last Japanese Paratroopers
Author JayTownsend
Method Solo
Victor United States
Play Date 2011-08-26
Language English
Scenario NiSi009

Posting #1

*I have played all my scenarios to some degree but not since AP updated them with a few rule changes to Para-Drops & Glider Landings, also a few map changes on scenario #8 & #9 and some minor victory condition changes to a few scenarios as well, not to mention they add a few hidden units rules on a few of the scenarios. Mostly the game is intact but I must play them all again to see the effects and to judge myself once again, but also for the fun of it.

*In this scenario AP changed out my Afrika Korp map for some Road to Berlin maps, which is fine by me and I am using the new Glider Landing rules, so this should be fun to play again.

*I used some Glider counters as markings for my three drop zones I picked. These counters I found from another game magazine and I knew they would be useful someday. AP choose not to use actual gliders counters for this download supplement and drop my counters from the mix, which is fine, as the new rules cover this. I picked three drop areas, but I should have maybe used four or five and I think after seeing the results of my landings, I picked my assembly points too close to the enemy units and the American will now have a bigger advantage but I will go ahead and play it out this way instead of resetting as this is more like the fog of war scenario the Japanese would most likely have faced in this scenario. Also, this is my only hypothetical scenario out of the 10 scenarios, not that it’s that hypothetical, as it was planned at one point but the war ended. Besides it has some interesting Japanese units never tried out before.

*The Japanese do not have a lot of luck on their coordinated drop timings and the units will now drop on turns ranging from 1-4. This hurts especially when some will end up demoralized, disrupted or worst. But it will be turns 5 or 6 before all of them are in action to some degree. Coming in piecemeal is not what I wanted for the Japanese. The American Marines & Army units will have a field-day with early attacks. Next time, I will land my gliders farther back from the airfields and regroup to attack as one battle-group but for now I must organize and take some airfields from the Americans. The later drops will just have to reinforce the turn one group.

Posting #2

*I am sticking to my guns and not resetting this scenario, even if the Japanese have taken a beating. The Sherman tank unit has already taken out a Japanese Type 2 tank unit and the 57mm gun took out half a step of Japanese 95/20 jeep units. A Japanese 47mm AT gun and truck unit that landed on an American Marine group is gone as well, not to mention half a step of Japanese PSMG Infantry that also landed too close. There are currently about 9-10 other Japanese units that are demoralized or disrupted but the Japanese finally have all their units on the board and should be able to fire back and have a few small attacks of their own but the next 5-6 turns will tell if it’s too little, too late or not, as they do not have that higher morale of scenarios taking place in 1942, but only a 8/7 for this scenario, which is pretty much equal to the American units.

*Reminder to myself, never land too close the enemy airfields or enemy units, or it is game over very early. Well back the battle!

Posting #3

*The Japanese managed to pull off two attacks after I thought it to be hopeless. The first one was repulsed again but one last push in the center on the second attack wave, managed to my surprise to take three airfields, as the American were still occupied to some degree from the first attack. The Americans however, were too strong and managed to take back all three airfields lost to the Japanese and there was nothing more for the scattered and too weak remaining Japanese to do, but head for the hills and fight as guerrillas. Both side lost units but the Japanese lost about twice as many and this was an American victory.

*The new late war Japanese PSMG unit has some nice power compared to the traditional Japanese Infantry but they only have a range of one hex and must get adjacent or assault to be effective against Allied units. I am I didn’t throw in the towel in the very begin, as the Japanese manage to pull together for some exciting attacks and work with the odd vehicle types was challenging was well.

*As I stated before, if I would have drop farther way from the American with closer linked drop zones, I would have given the Americans a better run for their money in this scenario but would it have been enough?

*There are some subtle changes in this scenario from the original that could have changed the balance a small bit. One was the map change from the larger Afrika Korp map to two smaller Road to Berlin maps, also the Marines & Army units starting Dug-In and lastly the Air-drop & Glider rules changes are a bit harder in the Japanese then the original version. To balance this out, I recommend taking out 3-4 Allied Infantry units, and this will be a much closer match. If not, just don’t drop too close to the airfield in this scenario, as the American have too much fire-power to go in piecemeal.

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Nihon Silk 9 The last Japanese Paratroopers or Going out with a flourish!
Author PatC
Method Solo
Victor United States
Play Date 2013-11-08
Language English
Scenario NiSi009

The Axis have a nicely rounded force. They have a little bit of every thing. The Allies also have a powerful force. This was a fun play.

The Allies set up dug in around the airfield. The mortars and 2 platoons were in the woods on bd 19 in hexes 0208 and 0308 and dug in hex 0309. The Engineers and the armor set up in 0303 and 0403 on bd 19. I can't imagine the Allies doing anything too too differently unless they can dig in right on the runway hexes. The rules do not prohibit it. But to me that does not make too much sense if it is a working airfield. If it is not, why would the Axis attack in the first place?

The Axis decide against a coup de main vs the airfield. Landing directly on the runway and in the hexes right around it, in the heart of in the Allied position, would be just suicidal.... Oh yeah, that's right. The Axis are here to do just that. Sorry, what was I thinking? Well anyway the Axis opted to land on bd 19 with the assembly point at 0612. They would land and then attack to the south out of their airhead.

The Axis landing was fair over all. They lost one ATG platoon and a truck that scattered off board and landed bad. In addition three other PSMG steps were lost on landing. Amazingly three whole PSMG platoons landed in the swamp on bd 19 in hexes 0907 &0906. Even more amazing they lost only one step there. What is more amazing than that is that none of them ever got into the battle! Incredible. (See below)

The Axis attack slammed into the north side of the Allied position gobbling up a Allied position in hex 0609 on bd 19. This decapitated the Allied force. No movement now for a number of units for the rest of this turn and the next. All of this by 0845.

The fact that the Allies could not move turned out not to have been such a burden. They were not going anywhere anyway. It turned into a really wild melee with both sides feeding units into the maelstrom. Both sides suffered for it. Eventually superior Allied point blank and bombardment fire bested Axis Bushido in assault. As the Axis were being ground down at 0945 THEY were decapitated! The Allies then counter attacked in force using fresh units that had been dug in on the south end of the runway and the two platoons, an Inf & HMG, which had been guarding the mortar position. None of these had been in assault yet.

By 1100 the Axis had only 11 steps left on the entire board. Five were demoralized, another three were next to the airfield but surrounded on 4 sides with a weak Lt. in command. The other three had been struggling to get out of the swamp since the landing!

This was a really fun scenario. Lots of options for everyone. Next time I'll try a direct glider assault on the airfield hexes. The Axis certainly could not loose more steps, that's for sure. I'll give this a 4. I really liked the counter mix for both sides and the no hold barred type of fast and furious attack that is required.

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Shoot up the Glider Troops and Hold the Airfield!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants CavDo
Play Date 2024-09-02
Language English
Scenario NiSi009

This was hard-fought, relatively-balanced, 5-session play-through with CavDo leading the attacking Japanese paras in his usual audacious manner. I had the US force in defensive positions surrounding - and on - the critical airfield. We used the FOW, excess initiative, consolidation and extended assault optional rules. We also used these two house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. These house rules improved both sides’ mobility, as well as game simplicity.

The Emperor's paras and glider men went directly to their bold & glorious deaths by landing in the immediate vicinity of, and on the airfield. Yes, it was very brave & suicidal, but being so unexpected it cause no small amount of confusion and havoc for both sides on the airhead. The first American leader was eliminated during the 4th game turn which added to the problems facing the defenders, that thankfully was mitigated a bit by the chaotic Japanese landing and assembly effort. The demonic Axis AT gun unit was eliminated on landing as were a pair of pair of parachute infantry steps in heavy fighting. The battle was mostly an attritional one after the 6th game turn as the Japanese slowly ran out of troops & leaders due to a large number of adjacent-hex firefights, and close assaults. The Emperor's men lost the hand dealt them when the senior leader was eliminated in the 11th game turn. Multiple US counter attacks, in growing strength, were mounted as the game wore on. These slowly threw back the paras, and created a great deal of demoralization.

All in all this was a fun and relatively fast & furious scenario that was about 4 game turns too long. I give this one a 4, and recommend it for both SOLO & SHARED play.

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