von Marwitz
Forum Guru
Leatherneck 2 #1 Airfield Fracas - AAR
Almost 4 a.m. when I finished this scecario totally exhausted as the Marines. Our playing was rife with absurdities leading to utter frustration as well as amazement and disbelief. Our playing went until the last APh of Japanese Turn 7.
Now after a couple of days of recovery, I'll get to it...
Scenario Overview:
Situation is after the the U.S. landing on Peleliu on 15. September 1944. The Marines have gained a foothold on the shore close to the enemy airfield which is one of the early objectives. There they run into unexpectedly tough resistance. The Japanese attempt a counter-attack supported by HA-GO tanks across the airfield to push the Marines back into the sea. So it's going to get nasty. Nuff said.
The objective is to blast the airstrip and its immediate vincinity free of Good Order Japanese MMC.
A full 7 Turns seems quite long for this halfboard scenario at first glance.
The playing area is merely a halfboard dominated by the airfield. Players alternate placing Shellholes untile 12 of them are on the board. Importantly, a Mild Breeze blowing form the West i.e. from the US entry area across the airfield is in effect. The Americans have a module of 80mm OBA (HE/Smoke) with Plentiful Ammo and receive Air Support in the form of one 1944 FB with Bombs, which will arrive on a dr smaller than the current Turn number and will be recalled after two Turns. Contrary of what we are used to, neither Japanese nor their fortifications may set up HIP. Japanese may enter as Riders - if they're feelin' lucky...
Both the Marines and Japanese should consider carefully, where they place the Shellholes. Probably more carefully than we did in our playing. What is notable about the terrain is that there is virtually no place to hide for the Japanese. The Marines will basically always be able to establish a LOS to any Location if they so wish, however Smoke and the Mild Breeze might change things.
The Marines enter from the West (top), while the Japanese enter from the North (right). Despite this being painfully obvious, I had this wrong in my mind because I was aware of the greater historical picture and thus thinking the Japanese coming in from the East - which is wrong.
The Japanese begin with only a small force to defend with: Four elite 448s, two 228 crews, two Leaders, one HMG, MMG, LMG, and a knee-mortar which may set up in Foxholes. Earlier or later, the Japanese will wish they had more of those Foxholes.
Another 10 elite squads with two leaders, four LMG and (importantly) two knee-mortars will enter from the North (right) supported by six HA-GO tanks on or after Turn 2.
The Marines may enter on or after Turn 1 from the West. They have a dozen powerful 768 squads plus four 348 HS led by four Leaders, one being a 10-2. Two HMGs and MMGs along with two M2 60mm MTRs and three Bazookas up their firepower. The OBA is dependent on a Radio, whose Contact Value is one less for being in the PTO (G.7). Armored support consists of three Sherman M3A4s.
I should take note of one technical aspect:
With numerous squads and likely a significant amount of Smoke around plus the 12 Shellhole counters by SSR along with nine 5/8" AFV counters, the halfboard might get quite clogged and taking LOS checks could become a pain. For that reason, my opponent and I were quite happy that ours was a game played by VASL rather than face-to-face.
Preliminary Assessment:
The Marines have fearsome firepower for their task which is enhanced by the 80mm OBA. The HA-GOs are no match for the Shermans and the Japanese have hardly any means to come to grips with them. The FB ground support is worth further scrutiny: By G17.41 it has a 50% chance to be equipped with Napalm instead of regular Bombs. This is notable, as the EC are Dry, the Mild Breeze is blowing, and Napalm will automatically place a Terrain Blaze where it hits. If given the chance, this ferocious firepower will have surely whittled away the Japanese substantially by the end of the game.
The Japanese are tough and being elite squads, their morale will be 10 while stacked with three of the four Japanese Leaders, which means they are likely to stand some punishment. Yet, they have to attempt to avoid as much of the Marine firepower as they can. But how? No good TEM around, the best being the few Foxholes and possibly some wooden buildings if these have not been 'shellholed' during setup. It might be a reasonable idea to deploy the at-start Japanese force to be able to set up in an extra Foxhole.
Then, the Mild Breeze provides a clue. It will create Dispersed Smoke downwind from Smoke sources. Some of these will likely be provided by HA-GO tanks - that is buring wrecks of them after they are blazed with their measly armor of 1 for the hull and 2 for the turret. In fact, if hit by the Shermans with their TK of 14, this happening can be counted on. Furthermore, the three Japanese 50mm MTRs might not have much punch, but they have S7 and WP6. Smoke will very likely be a key factor in this scenario because it will probably be the primary factor of providing cover. This is, however, a two-edged sword (or shield as you may) as it also perfectly capable of enabling movement as it is of curtailing firepower. Depending on how much Smoke is out there, Firelanes might become important.
It could happen, that the obligation to move in order to win lies with the Japanese to get onto or into the vincinity of the airstrip hexes. But if the Japanese are lodged there, that same obligation might fall onto the Marines to eradicate them. With Hand-to-Hand combat possible if initiated by the Japanese, weird things might happen if things get close and personal. Furthermore, it is not forbidden for vehicular Crews to Abandon their fast small HA-GOs - albeit the crews would have to survive Marine fire.
From the Marine perspective, the only real base they have is the small patch of Light Jungle close to their area of entry from which they can blast virtually the entire terrain. If the Marines can clear the southern (left) part of the board of Japanese, the invaders can also keep of of LOS of the Japanese in the North (right). They should attempt this if for the sole purpose of elimiating Japanese meddling with Rout Paths should the Marines venture out onto the airfield. Should the Japanese contrieve a way to stay put and to survive in their area of entry in the North, they will force the Marines to be coming at them to avoid a loss. So the Marines might want to think about how to dislodge the Japanse from the vinicinity of the northern (right) board edge. The OBA might be just the tool for it putting the Japanese between hell and a bad place. The Fighter Bomber might be another, especially if it is carrying Napalm.
If the whole area is shrouded in Smoke, this might enable the Marines to approach the Japanese and to cut them off from swathes of the airstrip & vinicinity. The Marines have to keep in mind the possiblity of a Banzai Charge across a thoroughly Smoked area which might bring the Japanese into a position to win. Smoke might also create opportunities for Japanese THHs. For all these issues, deploying some of the Marine squads might be a remedy - nice to remember, that Marines can freely deploy during setup and deploy/recombine without Leader presence in their Rally Phase per G17.11.
Let's see how this played out.
Situation at Game Start:
The Battle Plan:
Marines, Japanese, lots of Open Ground - not much room for subtleties, eh?
My Marines would take firm control of the western patch of Light Jungle close to their board edge of entry. From there, they would blast away at the Japanese whittling them down. Any Japanese attacks would be basked in American Fire Lanes. The OBA would be called down either as a concentration or as Harassing Fire either to reduce strongpoints or to pin down Japanese Movement. The Shermans would venture out onto the airfield with some Bazooka carrying Infantry as cover vs. outflanking HA-GOs or THHs. Before that, any Japanese in the South (on the left) would be eradicated to keep my back and routing options clear. The FB would be used to strafe the Japanese with the Bomb or Napalm falling on an important target.
Situation at the End of American Turn 1:
Before I begin my commentary, a short note:
I now realize that the counter density and high stacks will make it difficult at times to expand the stacks in a way that makes it easy to dicern it for the readers here to see what's going on. I might resort to merely expanding some stacks instead of all of them. Refer to prior/later picture to get a rough idea what might be found in non-expanded stacks.
I first entered the flanks to be followed by the center, starting with the South (left). The objective there was clearly to reduce the single Japanese unit there. As I still had on my mind that the Japanese reinforcements would enter from the East (bottom), I overcommitted resources there. For all my firepower there I could not affect the Japanese 448 there but contrieved to roll Boxcars for my Marines losing CR'ing a squad and leaving the surviving HS broken. In any case, the 448 was swamped in place.
On my Northern flank (right) I first Assault Moved in a HS to M1 in the hope that Japanese LOS to the Open Ground hex might be blocked which indeed proved the case. This allowed me to move in more valuable troops there retaining Concealment which would subsequently advance to L1 from where it was in a splendid position to lay down Fire Lanes. A Sherman covered by a 768+BAZ took position in K1 (hidden from view by the other expanded stacks here), from here it could cover the Kunai area in the North (right).
In the center 10-2 Gayle ended up with three 768s, two HMGs and a MTR do dish out lethal damage with the option of putting down Fire Lanes towards the North (right) and the North East after some screening units had moved in front of him The Radio-man advanced Concealed to I3 with a view towards the Kunai next to the Japanese entry area which I intended to deny by OBA.
Advancing Fire striped the Japanse lurking in the Bamboo in J4, some further Japanese positions were acquired by the Shermans.
Situation at the End of Japanese Turn 1:
During Japanese Turn 1, there was not much my opponent could do. The most important thing, though, was successfully laying down Smoke in L1 which drifted nicely in the AFPh to substantially lessen by firepower by Hindrance.
That bit of Prep Fire that the Japanese had broke another Marine HS and I contrieved to roll Boxcars again for a squad costing me a HS eliminated and the surviving one broken.
Only due to my vast firepower I could eliminate the Japanese squad on the southern (left) flank and reduce the central one in the Bamboo, the survivors going down later for Failure to Rout. The MMG position on the Eastern (bottom) board edge was broken and the Japanese Leader there went Berserk though not being able to convice the MMG to join what would become a very lonley charge across the vast and wide airfield... To my chagrin, I malfed the MA of one of the Shermans. And I had forgotten to roll for Radio Contact which I would come to rue.
During the first game-turn, my rolls had been exceedingly shitty. A chance to dish out much more serious damage on the Japanese at-start force had been wasted and Marine morale was found wanting with the average (!) MC being a 10:
To be continued in a subsequent post.
von Marwitz
Almost 4 a.m. when I finished this scecario totally exhausted as the Marines. Our playing was rife with absurdities leading to utter frustration as well as amazement and disbelief. Our playing went until the last APh of Japanese Turn 7.
Now after a couple of days of recovery, I'll get to it...
Scenario Overview:
Situation is after the the U.S. landing on Peleliu on 15. September 1944. The Marines have gained a foothold on the shore close to the enemy airfield which is one of the early objectives. There they run into unexpectedly tough resistance. The Japanese attempt a counter-attack supported by HA-GO tanks across the airfield to push the Marines back into the sea. So it's going to get nasty. Nuff said.
The objective is to blast the airstrip and its immediate vincinity free of Good Order Japanese MMC.
A full 7 Turns seems quite long for this halfboard scenario at first glance.
The playing area is merely a halfboard dominated by the airfield. Players alternate placing Shellholes untile 12 of them are on the board. Importantly, a Mild Breeze blowing form the West i.e. from the US entry area across the airfield is in effect. The Americans have a module of 80mm OBA (HE/Smoke) with Plentiful Ammo and receive Air Support in the form of one 1944 FB with Bombs, which will arrive on a dr smaller than the current Turn number and will be recalled after two Turns. Contrary of what we are used to, neither Japanese nor their fortifications may set up HIP. Japanese may enter as Riders - if they're feelin' lucky...
Both the Marines and Japanese should consider carefully, where they place the Shellholes. Probably more carefully than we did in our playing. What is notable about the terrain is that there is virtually no place to hide for the Japanese. The Marines will basically always be able to establish a LOS to any Location if they so wish, however Smoke and the Mild Breeze might change things.
The Marines enter from the West (top), while the Japanese enter from the North (right). Despite this being painfully obvious, I had this wrong in my mind because I was aware of the greater historical picture and thus thinking the Japanese coming in from the East - which is wrong.
The Japanese begin with only a small force to defend with: Four elite 448s, two 228 crews, two Leaders, one HMG, MMG, LMG, and a knee-mortar which may set up in Foxholes. Earlier or later, the Japanese will wish they had more of those Foxholes.
Another 10 elite squads with two leaders, four LMG and (importantly) two knee-mortars will enter from the North (right) supported by six HA-GO tanks on or after Turn 2.
The Marines may enter on or after Turn 1 from the West. They have a dozen powerful 768 squads plus four 348 HS led by four Leaders, one being a 10-2. Two HMGs and MMGs along with two M2 60mm MTRs and three Bazookas up their firepower. The OBA is dependent on a Radio, whose Contact Value is one less for being in the PTO (G.7). Armored support consists of three Sherman M3A4s.
I should take note of one technical aspect:
With numerous squads and likely a significant amount of Smoke around plus the 12 Shellhole counters by SSR along with nine 5/8" AFV counters, the halfboard might get quite clogged and taking LOS checks could become a pain. For that reason, my opponent and I were quite happy that ours was a game played by VASL rather than face-to-face.
Preliminary Assessment:
The Marines have fearsome firepower for their task which is enhanced by the 80mm OBA. The HA-GOs are no match for the Shermans and the Japanese have hardly any means to come to grips with them. The FB ground support is worth further scrutiny: By G17.41 it has a 50% chance to be equipped with Napalm instead of regular Bombs. This is notable, as the EC are Dry, the Mild Breeze is blowing, and Napalm will automatically place a Terrain Blaze where it hits. If given the chance, this ferocious firepower will have surely whittled away the Japanese substantially by the end of the game.
The Japanese are tough and being elite squads, their morale will be 10 while stacked with three of the four Japanese Leaders, which means they are likely to stand some punishment. Yet, they have to attempt to avoid as much of the Marine firepower as they can. But how? No good TEM around, the best being the few Foxholes and possibly some wooden buildings if these have not been 'shellholed' during setup. It might be a reasonable idea to deploy the at-start Japanese force to be able to set up in an extra Foxhole.
Then, the Mild Breeze provides a clue. It will create Dispersed Smoke downwind from Smoke sources. Some of these will likely be provided by HA-GO tanks - that is buring wrecks of them after they are blazed with their measly armor of 1 for the hull and 2 for the turret. In fact, if hit by the Shermans with their TK of 14, this happening can be counted on. Furthermore, the three Japanese 50mm MTRs might not have much punch, but they have S7 and WP6. Smoke will very likely be a key factor in this scenario because it will probably be the primary factor of providing cover. This is, however, a two-edged sword (or shield as you may) as it also perfectly capable of enabling movement as it is of curtailing firepower. Depending on how much Smoke is out there, Firelanes might become important.
It could happen, that the obligation to move in order to win lies with the Japanese to get onto or into the vincinity of the airstrip hexes. But if the Japanese are lodged there, that same obligation might fall onto the Marines to eradicate them. With Hand-to-Hand combat possible if initiated by the Japanese, weird things might happen if things get close and personal. Furthermore, it is not forbidden for vehicular Crews to Abandon their fast small HA-GOs - albeit the crews would have to survive Marine fire.
From the Marine perspective, the only real base they have is the small patch of Light Jungle close to their area of entry from which they can blast virtually the entire terrain. If the Marines can clear the southern (left) part of the board of Japanese, the invaders can also keep of of LOS of the Japanese in the North (right). They should attempt this if for the sole purpose of elimiating Japanese meddling with Rout Paths should the Marines venture out onto the airfield. Should the Japanese contrieve a way to stay put and to survive in their area of entry in the North, they will force the Marines to be coming at them to avoid a loss. So the Marines might want to think about how to dislodge the Japanse from the vinicinity of the northern (right) board edge. The OBA might be just the tool for it putting the Japanese between hell and a bad place. The Fighter Bomber might be another, especially if it is carrying Napalm.
If the whole area is shrouded in Smoke, this might enable the Marines to approach the Japanese and to cut them off from swathes of the airstrip & vinicinity. The Marines have to keep in mind the possiblity of a Banzai Charge across a thoroughly Smoked area which might bring the Japanese into a position to win. Smoke might also create opportunities for Japanese THHs. For all these issues, deploying some of the Marine squads might be a remedy - nice to remember, that Marines can freely deploy during setup and deploy/recombine without Leader presence in their Rally Phase per G17.11.
Let's see how this played out.
Situation at Game Start:
The Battle Plan:
Marines, Japanese, lots of Open Ground - not much room for subtleties, eh?
My Marines would take firm control of the western patch of Light Jungle close to their board edge of entry. From there, they would blast away at the Japanese whittling them down. Any Japanese attacks would be basked in American Fire Lanes. The OBA would be called down either as a concentration or as Harassing Fire either to reduce strongpoints or to pin down Japanese Movement. The Shermans would venture out onto the airfield with some Bazooka carrying Infantry as cover vs. outflanking HA-GOs or THHs. Before that, any Japanese in the South (on the left) would be eradicated to keep my back and routing options clear. The FB would be used to strafe the Japanese with the Bomb or Napalm falling on an important target.
Situation at the End of American Turn 1:
Before I begin my commentary, a short note:
I now realize that the counter density and high stacks will make it difficult at times to expand the stacks in a way that makes it easy to dicern it for the readers here to see what's going on. I might resort to merely expanding some stacks instead of all of them. Refer to prior/later picture to get a rough idea what might be found in non-expanded stacks.
I first entered the flanks to be followed by the center, starting with the South (left). The objective there was clearly to reduce the single Japanese unit there. As I still had on my mind that the Japanese reinforcements would enter from the East (bottom), I overcommitted resources there. For all my firepower there I could not affect the Japanese 448 there but contrieved to roll Boxcars for my Marines losing CR'ing a squad and leaving the surviving HS broken. In any case, the 448 was swamped in place.
On my Northern flank (right) I first Assault Moved in a HS to M1 in the hope that Japanese LOS to the Open Ground hex might be blocked which indeed proved the case. This allowed me to move in more valuable troops there retaining Concealment which would subsequently advance to L1 from where it was in a splendid position to lay down Fire Lanes. A Sherman covered by a 768+BAZ took position in K1 (hidden from view by the other expanded stacks here), from here it could cover the Kunai area in the North (right).
In the center 10-2 Gayle ended up with three 768s, two HMGs and a MTR do dish out lethal damage with the option of putting down Fire Lanes towards the North (right) and the North East after some screening units had moved in front of him The Radio-man advanced Concealed to I3 with a view towards the Kunai next to the Japanese entry area which I intended to deny by OBA.
Advancing Fire striped the Japanse lurking in the Bamboo in J4, some further Japanese positions were acquired by the Shermans.
Situation at the End of Japanese Turn 1:
During Japanese Turn 1, there was not much my opponent could do. The most important thing, though, was successfully laying down Smoke in L1 which drifted nicely in the AFPh to substantially lessen by firepower by Hindrance.
That bit of Prep Fire that the Japanese had broke another Marine HS and I contrieved to roll Boxcars again for a squad costing me a HS eliminated and the surviving one broken.
Only due to my vast firepower I could eliminate the Japanese squad on the southern (left) flank and reduce the central one in the Bamboo, the survivors going down later for Failure to Rout. The MMG position on the Eastern (bottom) board edge was broken and the Japanese Leader there went Berserk though not being able to convice the MMG to join what would become a very lonley charge across the vast and wide airfield... To my chagrin, I malfed the MA of one of the Shermans. And I had forgotten to roll for Radio Contact which I would come to rue.
During the first game-turn, my rolls had been exceedingly shitty. A chance to dish out much more serious damage on the Japanese at-start force had been wasted and Marine morale was found wanting with the average (!) MC being a 10:
To be continued in a subsequent post.
von Marwitz
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