Relearning Japanese Part 3: Jungle Infiltration ASL J132

hayman

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ASL 132 Jungle Infiltration
Pre-Game –
In this scenario, the Japanese attack (again) a Marine supply dump in front of ‘Suicide Creek’; the attackers only need 11 VP to win, with CVP earned plus each Hidden Initially Placed supply dump destroyed is worth 5 VP. I can’t see the advantage of setting up the U.S. force near the southeast corner (supply dumps must be set in or adjacent to a kunai hex), so all the hidden caches go as far north as possible. The Japanese force is not large, so they will have to form a schwerpunkt to overwhelm a sector of the Marine force & drive north to search for the supply points; although the Japanese off board set up looks strung out, the intention is to converge to the right & punch upward to join some random reinforcements. The U.S. units start dispersed to limit initial Japanese movement, but the pickets will fall back to join the main line of resistance in front of the dumps, relying on raw firepower & mutual support to throw back the assault.
 

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hayman

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Game Turn 1 –
Gusts appear straight away. No Rally actions. The concealed units on the Japanese left flank all pass their Movement Rolls (for starting in dense jungle) and move within two hexes of the Marine line. A squad in the centre goes CX & bumps the southernmost U.S. unit; the Marine ½ squad fires 6(+1) for no effect on the Japanese squad, who returns to their previous hex. The right flank Japanese units run through all the kunai & light jungle hexes in the southeast corner, hoping to uncover a forward placed supply dump (but no luck for the attackers). One ½ squad bumps a dummy unit, removing it, but the adjacent real concealed Marine ½ squad strips the Japanese concealment (due to non-Assault Movement in LOS). The 9-0 leader & DC squad clear the remaining kunai/adjacent light jungle hexes in the southeast corner. In DefFire, the Marine ½ squad FinalFires 2(+2) for no effect; the return Advancing Fire shot of 4(+2) is a 1MC that the U.S. unit passes (cold U.S. sniper). No Rout; in Advance, the Japanese left flank forms a concealed line adjacent to the Marine line, whilst the Japanese right is clumped together & CX (mostly concealed as well).
In the U.S. turn, no Rally, no PrepFire. In Movement, five units drop back via ‘skulking’ i.e. a one hex move backwards to retain concealment; one DefFirstFire shot pins the unconcealed Marine ½ squad in the kunai hex. In the DefFire Phase, two Japanese shots have no effect. One Advancing Fire shot from the pinned ½ squad does nothing. No Rout; in Advance, the Americans shift away from the concealed Japanese and towards the CX attackers.
 

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hayman

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Game Turn 2 –
No Japanese reinforcements this turn; the squad with 2 DC’s successfully deploys under the 9-0 leader at the right rear. To start the Movement Phase, the left flank concealed units all AM forward. The central full squad enters the kunai, but DFFire from the forward Marine ½ squad cuts them down (KIA) with a cowering snake eyes (warm Japanese sniper takes out a U.S. dummy unit). On the right, the ½ squad ‘bumps’ the adjacent concealed U.S. unit, revealing another Marine ½ squad who fire 6(+1) for a 2MC that the Japanese ½ squad fails. From the rear, a DC ½ squad + 9-0 leader move through the dense jungle & ‘bump’ the easternmost U.S. concealed unit, revealing a squad that opens up with 12(+1) for a PTC that pins the ½ squad. Three other units on the Japanese right move up (one through Residual Fire). Of the 10 moves, 9 required Movement Rolls due to being in interior Dense Jungle hexes at the start of their Movement Phase; all units ‘passed’ their potential straying rolls. In DefFire, the east flank Marine ½ squad fires 2(+2) at the officer & DC ½ squad for No Effect; the adjacent full squad FinalFires 6(+2) at the same target for a 1MC result that wounds the officer. No Advancing Fire, Rout sees the broken ½ squad drop back one hex (adjacent to the now 8+1 leader). The forward U.S. ½ squad wanted to self-break, but no known Japanese unit was in LOS. In Advance, two concealed Japanese units enter hexes with unconcealed Marine ½ squads; in Close Combat, in the southern kunai hex, no ambush, the Japanese 1-2(-1) attack fails, as does the return 3-2 marine attack, Hand-to-Hand Melee ensues. In the northern jungle hex, adjacent to the corduroy road, the Japanese LMG squad ambushes the U.S. ½ squad & kills them in the 1-1(-2) attack (concealment retained). The Japanese have occupied 7 of the 16 northern kunai/light jungle hexes without finding a supply dump.
In the U.S. turn, in Rally, the DM is removed from the broken Japanese ½ squad. In PrepFire, the MMG squad in the kunai fires 8(+1) at the adjacent concealed unit in light jungle for No result. The 9-1 led squad in the northern kunai hex fires 6(0) at the adjacent concealed unit for a 1MC that the Japanese LMG squad passes. The squad in the eastern dense jungle fires 12(+2) at the Japanese 8+1 & DC ½ squad for a 1MC that fatally wounds the officer & breaks the ½ squad. In Movement, the western concealed unit skulks back one hex (successful MR); another concealed Marine unit drops back northward. In DefFire, the Japanese LMG squad fires 12(0) at the marine 9-1 + squad in the kunai for a 1MC that the officer passes, but the squad fails; the Japanese FinalFire 6(+2) at the easternmost Marine squad in the dense jungle for no effect. No Advancing Fire; Rout sees the U.S. 9-1 + broken squad move back 2 hexes into dense jungle; the Japanese DC ½ squad drops back to join the other broken ½ squad. In Advance, the eastern Marine squad moves to the end of the corduroy road; the northern concealed unit pushes into the kunai & the MMG squad enters the light jungle north of the kunai. In CC, the H-to-H ½ squad melee ends in a U.S. triumph.
 

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hayman

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Game Turn 3 –
In Rally, no Japanese reinforcements arrive; the non-DM ½ squad fails the rally; the DM Marine squad successfully rallies under the 9-1 leader. In PrepFire, The Japanese LMG squad fires 6(0) at the concealed unit in the adjacent kunai hex for no result. In Movement, all concealed Japanese units AM forward, except for the 8-0 NCO, who drops back toward the broken units. A squad bumps the concealed kunai unit (an 8-0 Marine NCO) and conducts an Infantry Overrun, with the U.S. opting for immediate withdrawal, so the attacker places the 8-0 in the adjacent Kunai hex. In DefFire, the southern U.S. ½ squad in the kunai fires 2(0) at the concealed, adjacent Japanese unit for no effect; the MMG squad in the light jungle fires 8(0) at the concealed squad that just did the Inf Ovr for a concealment stripping PTC that they pass (cold U.S. sniper); the FinalFire shot of 8(0) is a K/2 that the resulting ½ squad passes. The squad to the east fires 12(+1) at the LMG squad for a 3MC that they ELR fail to stripe to a 2nd line squad; FinalFire of 6(+1) is a PTC that they fail. In Advancing Fire, one shot of 2(+1) against the MMG squad does nothing; no Rout. In Advance, the two concealed units on the Japanese left (both dummies) shift to the right; the concealed LMG squad enters CC with the 8-0 Marine NCO in the kunai; two Japanese ½ squads (one concealed) enter CC with the easternmost Marine squad, revealing a supply dump upon entry. The Japanese 8-0 enters the hex with the broken ½ squads. In Close Combat: the eastern, light jungle CC has no ambush, the Japanese 1-2(-1) kills the Marine squad, but they go down fighting, taking both Japanese ½ squads with them; leaving a supply dump & DC in the hex. The kunai CC also has no ambush with, again, both parties wiping each other out (tough marine NCO), leaving a LMG in the hex. The Japanese have entered all but 4 of the kunai/light jungle hexes, discovered one dump but not destroyed it, and killed 4VP of Marine units, but they only have 2 squads & one NCO left!
In the U.S. turn, in Rally, both Japanese ½ squads rally under the 8-0 leader. No PrepFire, in Movement, the Marine ½ squad in the kunai moves through both concealed Japanese unit’s hexes and eliminates both dummy stacks. The 9-1 & squad pass their MR & move through dense jungle to the north of the revealed supply dump (on the corduroy road). The concealed ½ squad to the west pass their MR & also skirts north through the dense jungle. The concealed U.S. squad AM’s into the MMG squad’s light jungle hex. In DefFire, The Japanese LMG squad (striped 2nd liner) fires 4/2(+2) at the marines in light jungle for no result. No Advancing Fire, no Rout. In Advance, the MMG squad enters the kunai, the other Marines sit on the supply dump hexes, awaiting the Japanese attack.
 

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hayman

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Game Turn 4 –
In Rally, again the Japanese reinforcements fail to appear; the two Japanese ½ squads recombine under the 8-0 leader. The Marine squads attempt to find dropped Japanese SW’s in their hexes, but are unsuccessful. In PrepFire, the 2nd line LMG squad fires 8(+1) at the adjacent 9-1 + squad for a PTC that pins both U.S. units in the supply dump hex (on the corduroy road). During Movement, the now recombined squad with DC only just avoids straying, and moved through the dense jungle toward the pinned Marines, who DefFire 6(0) for a PTC that the Japanese squad passes; the Japanese squad then rolls for a DC hero that succeeds, the satchel is handed over & the hero enters the Marine’s hex and is SFF’d upon with 4(-1) for a 1MC that he passes; FPF of 4(-1) at the 2nd MF expenditure is a K/2 result that kills the DC hero (the satchel falls to the jungle floor with the other one). The 8-0 leader moves into the full squads hex & shrugs off the 2FP RF shot. No Advancing Fire, no Rout. In Advance, the full squad + 8-0 go into CC with the pinned Marines; the LMG squad enters the dense jungle. In CC, no ambush, the Japanese attack 1-2(-1) & fail to kill the Marines, who attack back with 1-1(-1) that kills both Japanese units. With only one 2nd line (2FP) squad left & no reinforcements in sight, the Japanese concede defeat.

Post-Game –
Once again, the scenario finishes early due to the attacking Japanese force being whittled away too quickly. I’m not playing these guys properly: I should be trying to use all the turns by moving around the U.S. forces instead of trying to assault them head on (playing to the American strength in FP). Not a great Japanese record (none from three) going into the Nhpum Ga scenarios, but these scenarios have brushed up my very rusty PTO skills.
 

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jrv

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PF of 4(-1) at the 2nd MF expenditure is a K/2 result that kills the DC hero (the satchel falls to the jungle floor with the other one).
The DC of a DC hero is eliminated with the hero [G1.425].

JR
 

hayman

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Thanks JR, so even if the attack doesn't succeed (i.e. the DC wasn't detonated) the DC disappears regardless?
 

jrv

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Thanks JR, so even if the attack doesn't succeed (i.e. the DC wasn't detonated) the DC disappears regardless?
Yes. On a K/# result you should roll for random SW destruction [A9.74] in most circumstances, but per G1.425, the "elimination of a DC Hero also eliminates his DC."

JR
 
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