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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Counterattack at Muňoz
Pacific Armor #22
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 2nd 'Geki' Tank Division
United States 20th Infantry Regiment
Display
Balance:



Overall balance chart for PACA022
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1094
Parent Game Pacific Armor
Historicity Alt-History
Date 1945-02-01
Start Time 16:00
Turn Count 24
Visibility Day & Night
Counters 121
Net Morale 0
Net Initiative 0
Maps 3: 100, 82, 83
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 196
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Leyte '44 Counters
Marianas 1944 Maps
Pacific Armor Base Game
Saipan 2 Maps + Counters
Introduction

With the American advance halted, the next step for the Japanese would be to attack them. This might not have been the best decision in terms of the wider campaign, but the 2nd Tank Division had tasted victory and now would push the enemy back as the first step toward defeating the invasion.

Conclusion

Japanese armored divisions had only seen combat against the poorly-armed Chinese when the Americans invaded Luzon in January 1945. By this point in the war, other armies had discovered that their tanks needed plentiful infantry to accompany them (the Russians would re-discover this lesson in 2022). The Japanese armored divisions, in contrast, had very little motorized infantry.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
United States Order of Battle
Army
  • Motorized

Display AARs (1)

Pacific Armor, scenario #22: Counterattack at Munoz
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-05-07
Language English
Scenario PACA022

Pacific Armor, scenario #22: Counterattack at Munoz

Unlike scenario 21, in scenario 22 the Japanese are the attacker and do much better as the attacker than as the defender in the previous scenario. At first I thought they didn’t have a chance with almost the same Infantry amounts but they have way more armor, 33 to 9 units counting their large Type 4, Chi-To reinforcements, which have a better ATG than the Shermans. Speaking of reinforcements the Japanese get air-support as well but with dusk, they will only be able to use them a few turns.

Besides the armor advantage, the Japanese also have a lot of ATGs on the map and both sides have about an equal off map artillery and on map mortars. Once the Japanese eliminated all the American armor, there was little the Americans can do but to defend objective points with Infantry, while the Japanese can pull adjacent with armor and blast away and assault with Infantry and armor. One interesting combination was a stack of SS-Ki & Ho-Ro assaulting together and getting that three column shift for a flame throwing vehicle.

I was very surprised to see the Japanese win a major victory in this scenario, as it playout totally different than I had envisioned. A hypnotical scenario that was worth playing. I think the Americans were too aggressive with their armor and lost it early, thinking they could dominate as usual but the Japanese had too many guns to prove otherwise.

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