Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Counterattack at Fort Stotsenberg
Pacific Armor #9
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan Eguchi Detachment
United States 129th Infantry Regiment
United States 637th Tank Destryer Battalion
Display
Balance:



Overall balance chart for PACA009
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Pacific Armor
Historicity Historical
Date 1945-01-29
Start Time 07:15
Turn Count 20
Visibility Day
Counters 68
Net Morale 0
Net Initiative 0
Maps 2: 100, 82
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 175
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Airfield Control
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Elsenborn Revised Counters
Leyte '44 Counters
Marianas 1944 Maps
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

Having held their ground against the American attack, the Eguchi Group planned a morning counterattack to match the successful attack by the Takaya Group against the 160th Infantry in the hilly ground on Eguchi's left. To aid in the assault, Eguchi had been given the aid of two depleted companies of tanks and one of assault guns.

Conclusion

Eguchi's boss, Maj. Gen. Rikichi Tsukada, had risen through the Air Corps ranks and commanded airborne troops. He hoped to restore the original Japanese line of resistance and hold it for at least two more days. But this initial counterattack did little to move the Americans, and so the tank-assisted attack would resume in the late afternoon.

Additional Notes

The Japanese player will need an ENG and the Ho-Ro from Pacific Armor. The American player will need the I&R, Sherman, truck, and M7 from Leyte '44; the M10 from Pacific Armor, and the M18 from Elsenborn Ridge.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
Imperial Japanese Navy
  • Misc
United States Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (1)

Pacific Armor, scenario #9: Counterattack at Fort Stotsenburg
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-04-19
Language English
Scenario PACA009

Pacific Armor, scenario #9: Counterattack at Fort Stotsenburg

First let me state, it’s cool to have a scenario in the Pacific with a American Tank Destroyer Battalion, with M18s & M10s, not to mention the Normal M4s, M5s & M7s armor units against Japanese Shinhoto & Ho-Ro armor types but this didn’t really come into play as I thought it might.

Second, this scenario number; Nine and number Ten for that matter the victory conditions got changed, where I had the Americans as the main aggressors or both had objectives. These were the original victory conditions:

The American player must eliminate fifteen or more Japanese steps and tanks do NOT count double.

The Japanese player wins by preventing the American victory conditions OR by eliminating ten or more American steps and the M4s, M5s, M7s, M10s and M18s steps do count double.

Tie result are a Draw.

So with that in mind, I did something kind of gamey, as I did not see how the Japanese could win, as I highly doubt they could control the American side airfield with the opposing forces in play and I doubt they could cause more casualties than they received but might be able to exit some units off the eastern edge of the map but they would clearly still lose if they only achieve one victory condition, so I noticed the American setup first and the Japanese could setup second and only two hexes away. So after the American setup, I setup the Japanese entrenchments and dug-in unit big AA Guns, mostly within two hexes of the Americans lines and on turns 1-3 blasted all the American armor pretty much off the maps, This caused a huge casualty deficit and with holes in their line and the Japanese armor decided not to stick around and exited off the eastern edge of the map, giving the Japanese two objectives and causing the Americans to now have to go on the offensive to maybe get some of those casualties back with the help of air-support, off board artillery and eventually the 637th Tank Destroyer Battalion.

It was all round a gamey tactic but the Americans didn’t have enough time to make up the casualty difference and the Japanese exited armor prevent the tank engagement I so wanted. But the Japanese received a minor victory but I would be surprised if anyone could ever get control of both airfields as the Japanese player in either scenarios 9 or 10.

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