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!
First Clash at Lupao
Pacific Armor #13
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 2nd 'Geki' Tank Division
United States 35th Infantry Regiment
Display
Balance:



Overall balance chart for PACA013
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 1945-02-02
Start Time 10:30
Turn Count 22
Visibility Day
Counters 99
Net Morale 0
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 184
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
Terrain Mods
Scenario Requirements & Playability
Leyte '44 Counters
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

The next town down Highway 8, Lupao, had been turned into a minor fortress much like Umingam. The town fell into 2nd Tank Division's sector, and the Japanese had dug in their tanks to compensate for their thin armor and allow them to ambush the American Shermans expected to spearhead the attack. The Japanese had abandoned Umingan after a day's defense but did not seem so inclined at Lupao.

Conclusion

The Japanese had done little to protect the flanks of their position, and dug in all of their tanks, leaving themselves with no mobile reserve. The Americans matched their lack of subtlety with a frontal assault that stalled under heavy automatic weapons, light artillery, and anti-tank fire. Despite the unimaginative defense, Lupao had held so far.

Additional Notes

The Japanese player will need ENG, 47mm, Ho-Ki, additional Shin and a Sergeant from Pacific Armor. The American player will need the 4.2 in mortar, trucks and 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).
  • 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
  • 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
  • Motorized

Display AARs (1)

Pacific Armor, scenario #13: First Clash at Lupao
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-05-24
Language English
Scenario PACA013

Pacific Armor, scenario #13: First Clash at Lupao

I wish Pacific Armor had it’s own maps without the terrain exceptions but once you hang your head around them, you get use to it and we get to play these scenarios that get overlooked in history. The 20-meter level hexes are still in play.

In my gameplay, the American tried to enter in several areas to flank the Japanese but the Japanese were well positioned, and the American ran into a hornet’s nest and barely achieved one of their three victory objectives, have a slight edge over the Japanese in casualties, thus giving the Japanese a minor victory.

I’ll tackle this again in scenario #14, with more American, Infantry, Armor and Artillery. The same victory objects exist, so kind of a reset. These were changed from my submitted ones. Scenario #14 looks very interesting however, so if you didn’t do well in #13, #14 gives you a better chance. I guess more experienced player can swap the two sides in these two scenarios.

Side notes:

Lupao was another town in the Japanese defensive triangle that like Munoz and Umingan that was blocking the American offensive progress. It was also defended by elements Japanese 2nd Tank Division that divided up to defend in several areas and like Munoz, they were dig-in to give them some sort of advantage over the heavier American armor but none of this was good news for the American foot soldiers who would have to engage entrenched Japanese soldiers and equipment.

Original Victory Conditions The American player must control more town hexes/village on map 83 free from undemoralized units than the Japanese do by the end of the scenario OR eliminating 25 or more Japanese steps to win, tanks count double. The Japanese win by preventing the American victory conditions OR by eliminating 16 or more American steps, tanks count double. Tie results or less is a Draw.

Conclusion: The 35th Infantry was stopped by a wall of lead coming from Japanese artillery, mortar and machine gun fire. Attempts to maneuver only drew more enemy fire and the battalion withdrew for the night and would attack again the next morning after better artillery and mortar support could work over the area but the next morning brought similar results and like Munoz and Lupao, American troops took a beating on the open approaches to these towns and were stopped cold. But on a better note the town of San Jose was taken without opposition on February 4th which came as a pleasant surprise to American command.

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