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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Brisbane Line
Waltzing Matilda #4
(Attacker) Japan vs Australia (Defender)
Formations Involved
Australia 4th Infantry Division
Japan 4th Tank Regiment
Japan 5th "Carp" Infantry Division
Display
Balance:



Overall balance chart for WaMa004
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Waltzing Matilda
Historicity Alt-History
Date 1942-08-01
Start Time 12:00
Turn Count 24
Visibility Day
Counters 149
Net Morale 1
Net Initiative 1
Maps 4: 18, 25, 5, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 198
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Afrika Korps Counters
Battle of the Bulge Maps
Eastern Front Maps
Elsenborn Ridge Maps
Guadalcanal Counters
Road to Berlin Maps
Secret Weapons Counters
Waltzing Matilda Base Game
Introduction

Just how the Allied command planned to defend Australia would become a controversial topic in mid-war elections, and continue to simmer into the next century. A supporter of John Curtin, prime minister in 1942, charged his predecessor, Robert Menzies, of scheming to fall back to a "Brisbane Line" that abandoned much of Queensland to the Japanese. There seems to have been no actual "Brisbane Line," and Gen. George Vasey of Northern Command told his subordinates that he expected them to fight "to the limits of human endurance" for every inch of their country.

Conclusion

Australia's vast size would have demanded that her defenders give up something - the continent's small population base made that inevitable. But saying so out loud was anathema in a democratic society, and the Australian people were most definitely willing to back up their unreasonable demands with unreasonable fighting fury. Whether that would have been enough against a well-supported invasion was fortunately never tested.


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

Display Order of Battle

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

Display AARs (1)

On to the Brisbane Line
Author rerathbun
Method Solo
Victor Japan
Play Date 2011-06-19
Language English
Scenario WaMa004

This is an enter-and-exit battle for the Japanese, a delaying action for the Australians. The Australians must defend a wide front, with two roads leading from the North (Japanese entry side) to the South (Japanese exit). I did apply one terrain mod not in the scenario instructions. The billabong ends at the western edge of Board 5. That looked odd to me, so I continued it onto board 18, through hexes 0717 and 0616 into the swamp at 0615.

The Australians set up first, with most of their units and minefields on the eastern half of the battlefield where the terrain is more open. They are badly outnumbered, and hope to use their minefields and entrenchments to hold the line against the Japanese. They have no real reserves. The Japanese also set up heavily in the east, with all of their armor and two-thirds of their infantry. The Japanese plan is to use their tanks and engineers to break through the thin Australian defense and make a break for the south, while the smaller Japanese force prevents the Australians in the west from reinforcing their comrades.

The Japanese advance on line to the minefields, and then deploy their engineers. Meanwhile, the tanks maneuver around the Australian right flank, losing two platoons to anti-tank guns before Japanese return fire takes them out. Japanese infantry assaults the entrenched Australians. It takes about two hours and some heavy losses, but the Japanese break through the Australian line, sending the few remaining Australians back to the woods in the south.

The Australians manage to get a few units into the woods on the southern boards while the Japanese regroup after their assaults. The survivors set up a small line of defense, but are too few to do more than slightly delay the Japanese at this point. The Japanese get most of units off the southern edge for a major victory.

In retrospect, I spread the defense too thinly along the front and tried to hold it too long. Once the Japanese broke through the line there was no stopping them. A defense in depth, with units concentrated along the road might have worked better. Still, a good scenario.

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