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
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Wading Through Shit at Umingan
Pacific Armor #12
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 105th Infantry Division
Japan 2nd 'Geki' Tank Division
United States 27th Infantry Regiment
Display
Balance:



Overall balance chart for PACA012
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Pacific Armor
Historicity Historical
Date 1945-02-01
Start Time 10:00
Turn Count 20
Visibility Day
Counters 86
Net Morale 0
Net Initiative 0
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 174
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Leyte '44 Counters
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

As part of the two-pronged attack aimed at the strategic crossroads town of San Jose, the 25th Infanbtry Division would force its way southward down Highway 8. To get to San Jose, they would have to capture several fortified towns, starting with Umingan. The town had a reinforced battalion for its garrison, and when American troops spread out to attack, they found that the rice paddies had recently been fertilized with masses of human waste. Still, on they came.

Conclusion

Japanese fire swept the paddies, forcing the advancing Americans to sprawl in the open sewage. The advance stalled, with well-camouflaged Japanese anti-tank guns driving off the small contingent of American tanks. Umingan held throughout the day, long enough for the Japanese to withdraw under cover of darkness. The American advance would continue, but this interlude had cost them 170 casualties.

Additional Notes

The Japanese player will need 47mm AT, Ho-Ha, and Ho-Ki units from Pacific Armor. The American player will need additional ENG from Leyte '44.


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).
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Order of Battle

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

Display AARs (1)

Pacific Armor, scenario #12: Wading Through Shit at Uminga
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-05-11
Language English
Scenario PACA012

Pacific Armor, scenario #12: Wading Through Shit at Umingan

Mike’s interesting name change for this scenario but accurate. Both sides have an interesting shot at this scenario and the Americans have three victory objectives to achieve or not. One must pay attention to the (Other) for the terrain changes. Too bad AP doesn’t have more money to do more maps but set that aside, as this is a fun scenario and the Japanese get reinforcements at a dice roll of 6 at turn 9 or later, so a variable scenario for sure. Also let me not forget the large American off map artillery force and 6 air-strikes as well.

The Japanese setup in what I thought was a good defensive positions and have three entrenchment counters to help to try and keep their defensive objectives. In the approaches the Americans took their casualties and I began to worry but once they get into attacking positions and use their assets things straighten out casualties wise in their favor and the dice in assaults favored them for a change, they did lose a whole platoon of Sherman tanks but managed to force the Japanese out of Umingan with heavy casualties and a Major American Victory, getting all three of their victory objectives but it was a bloody fight and I feel it could go either way on a replay.

1 Comment
2026-05-12 00:21

Sounds like an accurate conflict simulation. Play balance?

How would this one fair in shared play?

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