Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Dutch Treat
Waltzing Matilda #3
(Attacker) Japan vs Australia (Attacker)
Formations Involved
Australia 2nd Armoured Division
Japan 2nd "Geki" Tank Division
Display
Balance:



Overall balance chart for WaMa003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Waltzing Matilda
Historicity Alt-History
Date 1942-08-01
Start Time 08:00
Turn Count 30
Visibility Day
Counters 227
Net Morale 0
Net Initiative 0
Maps 8: 1, 15, 18, 19, 21, 4, 5, 8
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 242
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Meeting Engagement
Conditions
Off-board Artillery
Scenario Requirements & Playability
Afrika Korps Counters
Eastern Front Maps
Guadalcanal Counters
Road to Berlin Maps
Waltzing Matilda Base Game
Introduction

When the Netherlands East Indies collapsed in the spring of 1942, a shipment of light tanks purchased by the Dutch in the United States went to Australia instead. These two-man tanks, built by Marmon-Herrington, were nearly useless in battle but the Australians gratefully accepted anything they could get. Had the Japanese invaded, the little vehicles would have been thrown into battle - Japanese tanks, after all, weren't that much better.

Conclusion

Given the huge expanse of territory, the forces involved - 10 divisions for the Japanese, nine for the Australians - would have usually fought in meeting and flanking engagements rather than frontal assaults. The doctrine of rapid movement (sokusen sokhetsu) developed in China required the Japanese to attempt encirclement of their enemies, but the Australians had their own maneuver doctrines developed in Palestine in 1918 and the Western Desert in 1940.

Additional Notes

Players should make an extra copy of the Japanese pieces from Waltzing Matilda to provide all the Japanese trucks needed for the scenario.


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

Australia Order of Battle
Army
  • Motorized
  • Towed
Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 1061

Counters are misprinted "CLTS."

(rerathbun on 2011 Mar 23)

Display AARs (1)

Australians Treat the Japanese to a Crushing Defeat
Author rerathbun
Method Solo
Victor Australia
Play Date 2011-02-08
Language English
Scenario WaMa003

This is by far the largest Panzer Grenadier scenario I’ve played – my first monster.

Setup: Two roads run east/west over the length of the large battle area. The Japanese enter on the east side with the objective of exiting units off the west side. The Australians must prevent them. Total step losses are given at the end of each paragraph, (Australian/Japanese) Tank losses are counted double, trucks and unarmed transports are not counted.

0800-0830 The Australians quickly advance in two groups up the roads to the woods and towns near the middle of the area. They reach the middle of the area and begin to deploy on the eastern edge of the woods and in the towns. The Japanese (in slower transports) advance partway toward the Australians. Two-thirds of the Japanese advance up the northern road, the remainder on the south. The leading Japanese units disembark from their trucks and begin to spread out. The rest remain on their trucks, hoping to exploit any opening to advance past the Aussies and exit. (no casualties)

0845-930 The Australian assault a group of Japanese tanks (they moved adjacent the previous turn), destroying one step. Two Bren carriers are lost to opportunity fire while moving up to support the assault. The Japanese begin shifting their forces to the outside flanks of the Australian defenders, assaulting two hexes on the northernmost Australian positions. They lose a couple of steps to direct and opportunity fire. The exploitation force is still embarked in their trucks. The Australian tanks assault the Japanese tanks near the southern position, achieving a step loss on one and demoralizing the other, which flees. (7/10)

0945-1030 The assaults continue. The Australian right begins to pull back to block the flanking Japanese on the south side of the swamp. Having pulled the Australian left out to the north, part of the main Japanese force disembarks from their trucks to push back the Australian MkVIb tanks, which are the only Aussies holding the center. The main Japanese force disembarks and heads for the gap in the center while the leading infantry advances to tie up the Australian light tanks. The Australian move to the center, trying to block the Japanese. Both Australian and Japanese initiatives are reduced to 2. (9/12)

1045-1200 The Australians manage to plug the gap in the center, pulling in units from both flanks. The Japanese are just too slow to exploit the gap. They move up, organizing for a major assault on the Australian position. Perhaps force will do what speed could not. Firefights are intense all along the center position, with assaults on the edges of the center taking a toll on both sides. (45/30)

1215-1245 Firefights continue all along the line, with both sides holding their own. The Australians counter assault on the edges of the center position, and both sides take losses. Assaults and counter assaults take more casualties. Both sides are now down to an Initiative of zero. (52/45)

1300-1330 Firefights continue along the line. It becomes apparent that the Japanese are not going to break through in the center. The Japanese tanks begin to rally and reorganize. The Japanese on the south flank, which have been hiding in the swamp, recover from earlier disruptions and attempt to reorganize in order to break out on the southern flank. The Australians reposition to block them. (58/49)

1345 The Australians get three activations to begin the turn. In a remarkable feat of shooting, the Australian anti-tank guns take out 1½ platoons of tanks. (59/56)

1400-1430 It’s apparent that the Japanese will not be able to break the Australian center, so they begin to pull their tanks out to help the breakout on the left. The Japanese tanks begin pushing the Aussie tanks back on the south flank, but the Australians disrupt and demoralize the infantry supporting them. The Japanese center continues to suffer disruptions from direct fire. (65/62)

1445-1515 The Japanese on the south flank make a desperate attempt to break through the Australians, but the Australians pull back and continue to block the road. The rest of the Japanese try to do as much damage as possible. None of them are successful. No Japanese units are able to leave the board, and the Australians take no more casualties. (65/65)

Final score:

Japanese 65 points for eliminating Australian units

Australia 128 points for preventing Japanese from exiting

Major victory for Australia

Final Notes: This scenario is more balanced than this AAR indicates. I’m usually more successful on defense, and it really shows here. If I try this one again, I will try to keep all the Japanese tanks together instead of dividing them, and use them more aggressively to punch a hole in the Australian defense. I really enjoyed the larger scenario, and will do more of them in the future.

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