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Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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First Probe at San Manuel
Pacific Armor #4
(Defender) Japan vs Philippines (Attacker)
United States (Attacker)
Formations Involved
Japan Shigemi Detachment
Philippines Luzon Guerillas
United States 161st 'First Washington' Infantry Regiment
Display
Balance:



Overall balance chart for PACA004
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1094
Parent Game Pacific Armor
Historicity Historical
Date 1945-01-19
Start Time 11:00
Turn Count 20
Visibility Day
Counters 41
Net Morale 0
Net Initiative 0
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Ambush
Inflict Enemy Casualties
Road Control
Urban Assault
Scenario Requirements & Playability
Dragon’s Teeth Counters
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

Maj. Gen. Isao Shigemi's detachment had allowed itself to become trapped west of the Agno River, which could not be forded by his tanks and soft-skinned vehicles. Therefore, he decided to stand and fight to the death in and around the town of San Manuel. Otherwise, the town had little strategic value, and the Americans did not expect the Japanese to fight fanatically to hold it. The first reconnaissance in force showed this view to be mistaken.

Conclusion

This time, the Japanese held their ground: The Shinhoto Chi-Ha's 47mm gun could defeat the armor of the Stuart light tank, and once again the American stumbled into a Japanese tank-based ambush. The Japanese tankers knocked out the leading American tanks, and after a fierce firefight the Americans pulled back. They would try again after the area had been pulverized by air and artillery bombardment.

Additional Notes

Japanese player will need at least one Shin from Pacific armor. The American player will need Philippine guerillas and leaders from Pacific Armor and additional M5 Stuarts from Dragon's Teeth.


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).
  • 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

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Motorized
  • Towed
Philippines Order of Battle
Guerrilla Army
  • Foot
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Pacific Armor, scenario #4: First Probe at San Manuel
Author JayTownsend
Method Solo
Victor United States, Philippines
Play Date 2026-04-06
Language English
Scenario PACA004

Pacific Armor, scenario #4: First Probe at San Manuel

This scenario is a pretty even matchup, at least in my gameplay. The Armor is pretty even with three M5 Stuart platoons vs. three Shinhoto & one Type 95 platoons and the Infantry and support weapons are also pretty even. With that said, in the early going, I was ready to give up as the American and Philippines Guerrilla player, as they were taking a lot of early lumps but I was glad I stuck it out, the fighting was tough but the American side managed to overcome their casualty deficit and the Japanese lost 17 to the American 13 step loses. What really helped, was the Philippines casualties don’t count and you can take more risk with these Guerrilla units. The Americans cleared the east-west road but after heavy assaults one town hex was still contested but giving the Americans a minor victory, achieving 2 out of 3 objectives.

This was a very close contested scenario the Americans need the Philippines units to win this one, it could go either way in repeat plays.

Side notes:

The Japanese tank gunners held their fire until close range and then let loose knocking out the two lead M5 Stuart tanks and killing or wounding all the Infantry riding on those tanks. The American forces pulled back out of the hornet nest and decided it was better to have San Manuel and approaching area bombarded with artillery and bombed with air strikes for 5 days, while the Infantry surrounded the area. The Philippine Guerrillas were of great assistance to the Americans throughout the war including their intelligence, sabotage and reconnaissance but also their fighting ability and tying down Japanese forces.

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