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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Abrupt Meeting in the Central Valley
Pacific Armor #19
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 2nd 'Geki' Tank Division
United States 6th Infantry Division
Display
Balance:



Overall balance chart for PACA019
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 Alt-History
Date 1945-01-01
Start Time 09:00
Turn Count 28
Visibility Day
Counters 152
Net Morale 0
Net Initiative 0
Maps 3: 100, 82, 83
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 204
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Elsenborn Revised Counters
Leyte '44 Counters
Marianas 1944 Maps
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

American air reconnaissance reported the presence of tanks behind the Lingayen Gulf beaches; signal intelligence made the 2nd Tank Division's primary equipment to be the Type 97 Shinhoto Chi-Ha. The fighting on Saipan had already shown Japan's best tank to be small, under-armed and thoroughly outdated. The separate tank destroyer battalions attached to the American infantry divisions should be sufficient to deal with any Japanese armor.

Conclusion

While the new Japanese tanks were far more capable than the Type 97 (even with its improved turret), the best of them (the Type 4 Chi-To) still only barely matched the American Sherman tank. Were the Japanese to have success, they would need to overwhelm with numbers. The Americans did not deploy an armored division to the Pacific Theater; the shipping burden made this nearly impossible. The Japanese would therefore face only the separate tank and tank destroyer battalions assigned for infantry support.

Additional Notes

The Japanese player will need INF, HMG, Ho-Ha, and aircraft from Saipan; all the rest of the vehicles are from Pacific Armor. The American player would be best served by using leaders and FLM from Saipan, a Scott, 4.2 in mortar, and 1 INF from Leyte, and everything else 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)
  • 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
  • Motorized
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 #19: Abrupt Meeting in the Central Valley
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-05-03
Language English
Scenario PACA019

Pacific Armor, scenario #19: Abrupt Meeting in the Central Valley

Normally I prefer historical scenarios but every once in a while, it’s nice to try a hypothetical scenario and I had to try one of Mike’s 4 add on scenarios to this supplement packages with the upgraded armor.

Since the Japanese enter from the south, naturally they will get to and control the two town hexes on map 83, as they are located closer to the southern edge, and the Americans entering from the Northern edge will get to the towns on map 82 & 100 first, as they are located closer to the north. So, with the victory conditions as they are the Japanese will need one more town hex and control of the north-south road, so all three maps will have to be fought over.

About 10 turns in, I realized even though the Japanese bring a lot of armor to the table, 23 counters to the Americans 18 counters, the Americans have Armor Efficiency and the Japanese do not, so with the two to one shot advantage, it’s like the Americans have a 36 to 23 advantage in armor. Also, for some reason the Japanese don’t have a lot of Infantry types, the Americans have about a 3 to 1 advantage. So, once I burned through most of my Japanese armor, the Japanese were losing by a ton on the casualties lost and there was no way to take another town hex or clear the north-south road, the Americans win a major victory.

I see scenario #20 having the same problem, not enough Japanese Infantry for them to win but scenarios 21 & 22 look promising with more Infantry and maybe more balanced, which I will play someday for sure but for now, back to the first 18 historical scenarios in this supplement.

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