A115 The Waterhole

hayman

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Nhpum Ga Scenarios

A118 - The Waterhole –

A simple mission: the Japanese must control the waterhole hex at Game End. The bulk of the U.S. at-start force sets up south of the gully (the American right flank) so as to link up with the Turn 3 reinforcements to defend the vital water point.

Game Turn 1 –
The Japanese climb the jungled hill on their right flank (north of the gully) using their leaders; one squad strays forwards! 2½ squads enter the gully, with a LtMtr ½ squad surviving DefFirstFire & SubsquentFirstFire shots. The U.S. Forward Observation Officer fails to make radio contact. In the American turn, the F.O.O. again fails to gain radio contact. No fire by any units, the U.S. forces skulk back through the jungle.

Game Turn 2 –
The Japanese surge forward on both sides of the gully; DefFire reduces a Japanese squad to a ½ squad & stripes another squad; radio contact is established by the U.S. F.O.O.; both U.S. dummy stacks are removed due to Japanese movement; Advancing Fire is ineffective. The lone U.S. 9-1 self-breaks & retreats during the Rout Phase. A Japanese ½ squad kills a U.S. ½ squad in CC. In the American turn, the U.S. 9-1 self-rallies from DM. The radio loses contact with the LtMtr battery. The U.S. MMG squad PrepFires but fails to harm; return Japanese fire also has no result, but sniper fire is exchanged (cold U.S., hot Japanese breaks the U.S. DC squad south of the gully, they Rout south). The 9-1 gains concealment with the only squad north of the gully.

Game Turn 3 –
In PrepFire, 2 LMG squads + MMG fire at the Foxholed U.S. MMG squad sitting on the hill above the waterhole for no result on a 3MC, but triggers a warm Japanese sniper that pins the same MMG squad anyway. In Movement, whilst passing 3 Movement Rolls, the broken DC squad is surrounded by Japanese units. A ½ squad enters the waterhole hex & shakes off several MCs & PTCs from U.S. DefFirstFire. At the start of the DefFire Phase, the U.S. F.O.O. makes radio contact, but draws a red chit for Battery Access! The broken U.S. DC squad dies for FtR in the Rout Phase. In Advance, the ½ squad that occupied the waterhole advances back into the gully; a (concealed) ½ squad enters CC with the concealed U.S. 9-1 + squad north of the gully: no ambush, the Japanese 1-4(-1) fails & the return 4-1(-1) rolls boxcars & still kills the Japanese ½ squad. The U.S. has 3 turns to take back the waterhole. In the U.S. turn, the F.O.O. makes radio contact, gains Battery Access & places an AR on the Japanese units north of the gully, inaccuracy leads to the AR straying south of the gully, & is replaced by a red SR. During PrepFire, two U.S. shots result in the Japanese ½ squad in the gully breaking. In Movement, the U.S. ½ squad AM’s into the gully adjacent to the waterhole; the reinforcements arrive in the southern jungle. DefFire only manages to break the U.S. squad north of the gully & pin the accompanying 9-1 leader; fire at the FH’d MMG squad results in a MC that rolls snake eyes to create a U.S. hero. Advancing Fire breaks a Japanese LtMtr ½ squad. In Advance, the U.S. ½ squad retakes the waterhole.

Game Turn 4 –
No successful rallies this turn. In PrepFire, the LMG/MMG FireGroup wounds the new hero & breaks the U.S. MMG squad above the waterhole; the Japanese squad adjacent to the waterhole pins the Marauder ½ squad at the waterhole. In Movement, the concealed Japanese 8-0 + 2 squads AM into the hex adjacent to the hilltop FH & waterhole; U.S. DefFirstFire pins both squads; the wounded hero fires for a MC on the same stack (cold Japanese sniper) but they all pass (warm U.S. sniper re-pins one of the stacks squads). In DefFire Phase, the F.O.O. brings down a 4FP (-1) stonk on the jungled Japanese; striping a squad & eliminating the broken ½ squad via a failed MC. Advancing Fire re-pins the U.S. waterhole ½ squad (warm U.S. sniper re-pins the squad in the Japanese stack). The U.S. MMG squad routs to the southern hut hex. In Advance, the Japanese 8-0 enters H-to-H CC with the wounded hero in the hilltop FH, & the striped squad enters H-to-H CC with the pinned U.S. ½ squad in the waterhole hex. Close Combat has no ambushes: the Japanese NCO kills the wounded hero & the two units at the waterhole wipe each other out (the waterhole is still controlled by the U.S.).
In the U.S. turn, the U.S. 9-1 & squad rally in the north; the U.S. MMG squad in the south self-rallies from under DM. Radio contact is retained & the F.O.O. cancels the FFE2 & places an AR on the waterhole hex; inaccurate, the SR lands in the jungle north of the gully. A U.S. squad fires point blank at the two squad Japanese stack for a 1MC that reduces the striped squad. In Movement, the 9-1 & squad in the northern jungle AM adjacent to the Japanese MMG/LMG stack (no DefFirstFire). The MMG squad runs uphill toward the hilltop Foxhole; DefFire from the Japanese MMG/LMG stack breaks them on a 2MC. In DefFire, the 1½ squad Japanese stack adjacent to the waterhole fires on the adjacent concealed/unconcealed U.S. units for a 1MC/2MC that break the NCO & one squad. North of the gully, a LMG squad pins the U.S. 9-1 (but not the squad). Advancing Fire from the U.S. squad in the south jungle leads to a MC that fate breaks the Japanese squad to a 2nd line ½ squad & breaks the other ½ squad. North of the gully, the U.S. squad gets a PTC on the Japanese stack, which all units pass. Lots of routing this turn, 2 U.S. units & 3 Japanese units. In Advance, a Marauder squad moves adjacent to the waterhole (in jungle); the 747 squad moves into an overwatch position north of the gully.

Game Turn 5 –
The Japanese must take back the waterhole this turn. The only successful rally is a self-rally from the DM Japanese ½ squad adjacent to the waterhole! One FG PrepFires with squads + MMG at the southern gully U.S. squad & rolls snake eyes for a K/2 that breaks the resulting ½ squad. During Movement, the other Japanese LMG squad moves from north of the gully, through the gully onto the waterhole hex; the only Good Order U.S. squad left DefFirstFires & KIA’s them, but the waterhole is now Japanese. The Japanese ½ squad AM’s onto the waterhole (surviving 2FP Residual). In DefFire, the U.S. F.O.O. declares that the will SR be converted to an FFE1 after correction of two hexes: inaccurate, and drifts south of the gully; then has zero effect on the 3 units in its impact zone (2 Japanese & 1 U.S.). One Def Final Fire shot does nothing to the Japanese LMG/MMG stack. No Advancing Fire; in Rout, the Japanese ½ squad under the FFE2 stays put; the U.S. ½ squad routs one hex. In Advance, the waterhole ½ squad goes CX to the hilltop FH position to join the 8-0; the gully squad occupies the waterhole & the MMG/LMG stack splits up to block the U.S. 747 squad’s potential movement towards the waterhole.
In the last half turn the remaining U.S. squad must occupy the waterhole to deny the Japanese the win. In Rally, the only non-DM broken U.S. unit within 6 MF’s of the waterhole is the southern jungle squad, they roll a 9 for self-rally & fail to come good. As the 747 squad north of the gully can’t physically reach the waterhole, the U.S. concede defeat on the last turn.

Post-Game –
The first victory for the Japanese in my ‘Relearning Japanese’ campaign.
 

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Mike205

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Nhpum Ga Scenarios

A118 - The Waterhole –

A simple mission: the Japanese must control the waterhole hex at Game End. The bulk of the U.S. at-start force sets up south of the gully (the American right flank) so as to link up with the Turn 3 reinforcements to defend the vital water point.

Game Turn 1 –
The Japanese climb the jungled hill on their right flank (north of the gully) using their leaders; one squad strays forwards! 2½ squads enter the gully, with a LtMtr ½ squad surviving DefFirstFire & SubsquentFirstFire shots. The U.S. Forward Observation Officer fails to make radio contact. In the American turn, the F.O.O. again fails to gain radio contact. No fire by any units, the U.S. forces skulk back through the jungle.

Game Turn 2 –
The Japanese surge forward on both sides of the gully; DefFire reduces a Japanese squad to a ½ squad & stripes another squad; radio contact is established by the U.S. F.O.O.; both U.S. dummy stacks are removed due to Japanese movement; Advancing Fire is ineffective. The lone U.S. 9-1 self-breaks & retreats during the Rout Phase. A Japanese ½ squad kills a U.S. ½ squad in CC. In the American turn, the U.S. 9-1 self-rallies from DM. The radio loses contact with the LtMtr battery. The U.S. MMG squad PrepFires but fails to harm; return Japanese fire also has no result, but sniper fire is exchanged (cold U.S., hot Japanese breaks the U.S. DC squad south of the gully, they Rout south). The 9-1 gains concealment with the only squad north of the gully.

Game Turn 3 –
In PrepFire, 2 LMG squads + MMG fire at the Foxholed U.S. MMG squad sitting on the hill above the waterhole for no result on a 3MC, but triggers a warm Japanese sniper that pins the same MMG squad anyway. In Movement, whilst passing 3 Movement Rolls, the broken DC squad is surrounded by Japanese units. A ½ squad enters the waterhole hex & shakes off several MCs & PTCs from U.S. DefFirstFire. At the start of the DefFire Phase, the U.S. F.O.O. makes radio contact, but draws a red chit for Battery Access! The broken U.S. DC squad dies for FtR in the Rout Phase. In Advance, the ½ squad that occupied the waterhole advances back into the gully; a (concealed) ½ squad enters CC with the concealed U.S. 9-1 + squad north of the gully: no ambush, the Japanese 1-4(-1) fails & the return 4-1(-1) rolls boxcars & still kills the Japanese ½ squad. The U.S. has 3 turns to take back the waterhole. In the U.S. turn, the F.O.O. makes radio contact, gains Battery Access & places an AR on the Japanese units north of the gully, inaccuracy leads to the AR straying south of the gully, & is replaced by a red SR. During PrepFire, two U.S. shots result in the Japanese ½ squad in the gully breaking. In Movement, the U.S. ½ squad AM’s into the gully adjacent to the waterhole; the reinforcements arrive in the southern jungle. DefFire only manages to break the U.S. squad north of the gully & pin the accompanying 9-1 leader; fire at the FH’d MMG squad results in a MC that rolls snake eyes to create a U.S. hero. Advancing Fire breaks a Japanese LtMtr ½ squad. In Advance, the U.S. ½ squad retakes the waterhole.

Game Turn 4 –
No successful rallies this turn. In PrepFire, the LMG/MMG FireGroup wounds the new hero & breaks the U.S. MMG squad above the waterhole; the Japanese squad adjacent to the waterhole pins the Marauder ½ squad at the waterhole. In Movement, the concealed Japanese 8-0 + 2 squads AM into the hex adjacent to the hilltop FH & waterhole; U.S. DefFirstFire pins both squads; the wounded hero fires for a MC on the same stack (cold Japanese sniper) but they all pass (warm U.S. sniper re-pins one of the stacks squads). In DefFire Phase, the F.O.O. brings down a 4FP (-1) stonk on the jungled Japanese; striping a squad & eliminating the broken ½ squad via a failed MC. Advancing Fire re-pins the U.S. waterhole ½ squad (warm U.S. sniper re-pins the squad in the Japanese stack). The U.S. MMG squad routs to the southern hut hex. In Advance, the Japanese 8-0 enters H-to-H CC with the wounded hero in the hilltop FH, & the striped squad enters H-to-H CC with the pinned U.S. ½ squad in the waterhole hex. Close Combat has no ambushes: the Japanese NCO kills the wounded hero & the two units at the waterhole wipe each other out (the waterhole is still controlled by the U.S.).
In the U.S. turn, the U.S. 9-1 & squad rally in the north; the U.S. MMG squad in the south self-rallies from under DM. Radio contact is retained & the F.O.O. cancels the FFE2 & places an AR on the waterhole hex; inaccurate, the SR lands in the jungle north of the gully. A U.S. squad fires point blank at the two squad Japanese stack for a 1MC that reduces the striped squad. In Movement, the 9-1 & squad in the northern jungle AM adjacent to the Japanese MMG/LMG stack (no DefFirstFire). The MMG squad runs uphill toward the hilltop Foxhole; DefFire from the Japanese MMG/LMG stack breaks them on a 2MC. In DefFire, the 1½ squad Japanese stack adjacent to the waterhole fires on the adjacent concealed/unconcealed U.S. units for a 1MC/2MC that break the NCO & one squad. North of the gully, a LMG squad pins the U.S. 9-1 (but not the squad). Advancing Fire from the U.S. squad in the south jungle leads to a MC that fate breaks the Japanese squad to a 2nd line ½ squad & breaks the other ½ squad. North of the gully, the U.S. squad gets a PTC on the Japanese stack, which all units pass. Lots of routing this turn, 2 U.S. units & 3 Japanese units. In Advance, a Marauder squad moves adjacent to the waterhole (in jungle); the 747 squad moves into an overwatch position north of the gully.

Game Turn 5 –
The Japanese must take back the waterhole this turn. The only successful rally is a self-rally from the DM Japanese ½ squad adjacent to the waterhole! One FG PrepFires with squads + MMG at the southern gully U.S. squad & rolls snake eyes for a K/2 that breaks the resulting ½ squad. During Movement, the other Japanese LMG squad moves from north of the gully, through the gully onto the waterhole hex; the only Good Order U.S. squad left DefFirstFires & KIA’s them, but the waterhole is now Japanese. The Japanese ½ squad AM’s onto the waterhole (surviving 2FP Residual). In DefFire, the U.S. F.O.O. declares that the will SR be converted to an FFE1 after correction of two hexes: inaccurate, and drifts south of the gully; then has zero effect on the 3 units in its impact zone (2 Japanese & 1 U.S.). One Def Final Fire shot does nothing to the Japanese LMG/MMG stack. No Advancing Fire; in Rout, the Japanese ½ squad under the FFE2 stays put; the U.S. ½ squad routs one hex. In Advance, the waterhole ½ squad goes CX to the hilltop FH position to join the 8-0; the gully squad occupies the waterhole & the MMG/LMG stack splits up to block the U.S. 747 squad’s potential movement towards the waterhole.
In the last half turn the remaining U.S. squad must occupy the waterhole to deny the Japanese the win. In Rally, the only non-DM broken U.S. unit within 6 MF’s of the waterhole is the southern jungle squad, they roll a 9 for self-rally & fail to come good. As the 747 squad north of the gully can’t physically reach the waterhole, the U.S. concede defeat on the last turn.

Post-Game –
The first victory for the Japanese in my ‘Relearning Japanese’ campaign.
This scenario was my intro to PTO, and this AAR brings back so many good memories. They need to re-release the Nhpum Ga map.
 

hayman

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I agree, they (MMP) should re-release Nhpum Ga. Not only is it a great map, with interesting cross-valley LOS, but the all infantry OOB is a must for beginner PTO (a great transition from the ASLSK PTO module coming out soon and full PTO ASL).

Another think about the map, is that it could be used to represent lots of different combat areas in WWII - Chindit raids in Burma, ANZACs in New Guinea, GIrines in the Solomons, Russians in the Caucasus, Germans in the Vosges, Partisans in Yugoslavia.
 
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