Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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To the Water’s Edge
Changsha #3
(Defender) Japan vs China (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for ChOp003
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Changsha
Historicity Historical
Date 1941-12-27
Start Time 06:00
Turn Count 28
Visibility Day
Counters 91
Net Morale 1
Net Initiative 0
Maps 4: 114, 92, 93, 95
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 196
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Bridge Control
Rural Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Changsha Base Game
Counter Attack Maps
Pusan Perimeter Maps
Introduction

Stunned by the daring Japanese night-time crossing of the raging Ku Shui, the Chinese New 20th Infantry Division (“new” indicating that it carried the number of a previously disbanded division) rallied surprisingly quickly and organized a counter-attack. With some luck, the Chinese might be able to throw the Japanese back across the river and restore what should have been a very strong defensive position. Takahashi’s new command suddenly faced the rare occurrence of a Chinese division on the attack.

Conclusion

The Chinese struck with as much force as they could muster, and briefly forced the Japanese back toward the river. But swift counter-attacks soon restored the Japanese position and routed the attackers. With so little in the way of support weapons, the best opportunities for the Chinese to attack came when they caught the Japanese in a vulnerable position such as this one. But the crack 3rd Division was only briefly slowed in its advance.


Display Order of Battle

China Order of Battle
Republic of China Army
  • Towed
Japan Order of Battle
Imperial Japanese Army

Display AARs (3)

#3 To the Water’s Edge
Author Juiceman
Method Solo
Victor China
Play Date 2022-10-01
Language English
Scenario ChOp003

The Chinese on the right flank ran into an Asian Giant Hornets' nest of Japanese troops who took a heavy toll on the advancing Chinese. After stopping their attack cold, the Japanese counter attacked inflicting over 50% casualties on the Chinese forces with the survivors disrupted, demoralized and scattered to the wind.

The Chinese attack on the other flank fared better, with the Chinese rolling up the Japanese line opening up a route to one of their objectives, the bridge over the major river. The Japanese tried to pull back and regroup to defend the bridge, but the Chinese kept up the pressure and attacked in strength supported by HMGs and artillery.

The Chinese had to overcome low morale, 7/6 and 7 out of 12 leaders drawn with a rating of 7 or 8 (mostly 7). Out of the rest only three had any type of a modifier, but they did win two out of three objectives.

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Push Back the Japanese!
Author treadasaurusrex (China)
Method VASSAL
Victor China
Participants PANISTA
Play Date 2023-07-30
Language English
Scenario ChOp003

This was a 6-session, intense but enjoyable, play-through with the ferocious & cagey, PANISTA as the highly aggressive Japanese Commander. I played the typically hapless Chinese side and was prepared to get clobbered by the high morale Sons of Bushido. Both sides drew decent leaders in this longish scenario, with a slight edge to the Japanese, who benefited from more combat modifiers. We used the FOW, consolidation and excess initiative optional rules and dispensed with house rules in this infantry-heavy slug fest. Surprisingly, the harder-to-play, Chinese prevailed in this fight with 2 of the 3 objectives accomplished as time expired.

As Juiceman has ably described, the Chinese approached along two, separate axes and paid a very heavy price in casualties on the right flank for the first 10-13 or so turns. This feinting flank advance took the bulk of the losses and was rapidly fading as time progressed, and ever-stregthening, Japanese close assaults prevailed. No real chance of reducing the Japanese initiative level to 1 in this scenario, with these kind of losses to to the Chinese NEW 20th Infantry Division.

The, better-supported, left flank Chinese advance did considerably better and was able to secure the bridge on the Ku Shui River after bitter fighting - and quite a bit of luck with the dice. There were many leader losses for both sides, and the Japanese suffered a surprise decapitation during game turn 15, that thwarted some of their close assaults, when their over eager Lt. Colonel and the Major were both eliminated. Fighting proceeded by fits & starts and the Japanese began having trouble sequencing their attacks and tactical withdrawals starting in game turn 16. A combined TWENTY EIGHT combat 7-die rolls were thrown in this bloody engagement, and there were 9 FOW-shortened turns that significantly hampered Japanese counter attacks and withdrawals at critical moments.

We each gave this one a rating of 4, and recommend it for both SOLO & SHARED play. It is perhaps better suited for experienced PG players as nearly all decisions to be made by either side are of the lesser-of-2-evils kind.

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Not TOO exciting!
Author Grognard Gunny
Method Solo
Victor China
Play Date 2024-04-13
Language English
Scenario ChOp003

Once the initial defense line was penetrated, it wasn't long before the Chinese pushed the Japanese troops back to the river. There was a slight mistake on the part of the Japanese as they let the Chinese take a river crossing without any defenders. (Although they tried to get someone there!) Note: Without tanks and other mobile units... the game seems a bit empty and not much fun.

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