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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Battles on the Matanikau I
Guadalcanal #16
(Attacker) United States vs Japan (Defender)
Formations Involved
Japan 124th Infantry Regiment
Japan 3rd Kure Special Naval Landing Force
Japan 5th Yokosuka Special Naval Landing Force
United States 5th Marine Regiment
United States 7th Marine Regiment
Display
Balance:



Overall balance chart for Guad016
Total
Side 1 0
Draw 5
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.5
Scenario Rank: 409 of 913
Parent Game Guadalcanal
Historicity Historical
Date 1942-09-24
Start Time 14:45
Turn Count 120
Visibility Day & Night
Counters 112
Net Morale 0
Net Initiative 1
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 165
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Rural Assault
Conditions
Hidden Units
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Guadalcanal Base Game
Introduction

Following the battle of Edson's Ridge (as it later became known) the Japanese survivors struggled to return to their base across the Matanikau River, west of the perimeter. Unable to extend the perimeter that far west, General Vandegrift decided that an operation to sweep the area might just do the trick.

Conclusion

The initial Marine movement resulted in encounters with retreating Japanese units and some American casualties. The majority of the 2nd Battalion, 5th Marines was called forward on the 25th to allow evacuation of the wounded. The advanced continued on the 25th, but the two sides managed to only lightly engage and the Japanese sought to evade the Marines.


Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Imperial Japanese Navy
United States Order of Battle
Marine Corps

Display AARs (2)

Betrayed by the Sun
Author Brett Nicholson
Method Solo
Victor Draw
Play Date 2014-05-13
Language English
Scenario Guad016

This scenario marks a milestone for me; while not the longest in terms of turns given but that I actually played through 115 of the 120 turns alloted before the battle was decided as a draw, which is a record for me. Whats more is that the battle actually gained in momentum and retained my interest until it's completion.

There are a lot of special rules in this one which restrict both the Japanese and Americans with movement; particularily the disorientation rule which applies to both sides in this one. The Japanese set-up divided in three groups spread out from each other; the SNLF troops hold the main line of defense around the Matanikau river where the Japanese VC hexes are located while a strong Army force is deployed further west and a ragtag mix Edson's Ridge survivors are spread out southeast. The SNLF units may not move individually until an American unit moves within 3 hexes of it while the Edson's Ridge units have to roll a 4-6/D6 each to move at all. The intial American force enters from the east but only one of the allowed entry hexes is non-jungle so just entering the map itself can be quite a task with the disorientation rule. It took about 2 hours/8 turns just to assemble the marine forces as a whole, more or less.

I decided that since there wasn't too much daylight to work with that the starting American force would avoid going head-on with the SNLF main lines but rather attempt to flank the southern portion of the lines while at the same time making easy prey out of the scattered and mostly reduced-strength Edson's Ridge survivors and also preventing them from flanking behind the marines. By 19:45, Day one/turn 21 night had set in both sides had the penalty of becoming disrupted once any unit moved so assaults were called off until the next morning. By this time the Japanese had suffered a few step losses while the Americans had lost none, giving the marines a further intiative advantage.

By daybreak, the second day, the marines had managed to set-up a few small firebases on the southern Japanese flank while Japanese Army units managed to link-up with the SNLF and extend their lines further down the river. This was after a lot of disorientation on both sidesmoving through unavoidable jungle hexes. A few INF units from the Edson's Ridge survivors, despite all their movement penalties and restrictions did manage to get behind the American lines and tie-up a few platoons before reinforcemants arrived at 07:30, Day two/turn 67. By this time the marines had suffered their first step loss which was amazing given the amount of turns that had already passed. Japanese losses were close to 10 steps lost by this time. The American reinforcements waste no time advancing head-on towards the main SNLF lines as planned while the other marines continue to keep the southern flank pinned down. Other than a few hills there was not much limiting terrain to provide cover for the frontal attack but a strong marine firing line is able to set up and dig-in. There are plenty of American leaders with combat modifiers so very efficient and deadly direct fire managed to keep the SNLF hammered down. The battle continued to rage with intensity and at 11:15/turn 83, the Americans take their second step loss. This means that after another 16 turns (15:15/turn 99) 6 American units have to be removed from play to evacuate the wounded per SSR#9. Meanwhile, Japanese losses continue to pile up sky high. At 16:15/turn 103, a sniper takes out the American Colonel, briefly raising Japanese spirits but this hardly effects the Americans at this point and the LT-COl quickly his place. Then, at 17:15/turn 107, the Americans reach one of their VCs after a total of 16 Japanses steps are eliminated. However, time is running out and in order to prevent a Japanese victory 4 occupied hexes have to be denied Japanese control. As deadly and efficient as the American direct fire is it is inevitable that assaults are going to have to be made. The Japanese lines have been pushed back but not quite enough. There are only 8 turns left before visibilty decreases back to just 1 hex again. The Japanese defenders look a mess and begrudgingly, SNLF and Army units are mixed together and sharing dugouts. I could only imagine the disgust of Naval units taking orders Army leaders and vice versa. The remaining Japanese line was a mottled mix of gold and blue counters.

At 19:30/turn 115, visibility had dropped to 4 hexes and there were still two VC hexes under Japanese control. The Americans were in a pickle. One more American step loss and the Japanese force a draw; one more turn and moving units automatically become disrupted due to nightime penalties so it's do or die time -the Americans have to assault the two hexes to contest Japnese control of them. And sure enough the first assault extracts the 5th american step loss and this mammoth of a battle ends in a draw. Time, or rather the Sun; the setting sun as opposed to the rising sun, ultimately favored the Japanese.

This scenario really surprised me as I enjoyed it all the way through, even the night turns. There were some times that I felt it deserved a "5" and even during the lulls it never dropped under a "3" so it gets a solid "4" rating from me. Given all the movement restrictions and other SSRs I believe that I managed both sides well but also believe that the Japanese VCs are a lot easier to achieve. The last 20 or so turns were full of intensity and an American victory was so close at times. No doubt the Japanese would of been broken with 5 turns left to go if night turns weren't going to become a factor again. It was that close. I don't think there is much that I would of changed with playing either side. It could of ended far earlier had I of been less cautious or lucky with the Amercans. You would think that the Japanese could of easily eliminated 5 American steps well before 115 turns had passed and there were times that I was tempted to charge out and counterattack with the Japanese in assaults but instead, by hook or crook kept their lines together. Chances are that I won't be revisiting this scenario anytime in the distant future as I have 3 more 100+ turn 'Guadalcanal' scenarios left to go. However, if you are grognard enough and have about a week to invest in one scenario (12-15 turns a day) I highly recommend a go at this one.

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A Long Night
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2019-04-18
Language English
Scenario Guad016

Battle Report: Following the battle of “Edson’s Ridge”, Japanese survivors from the 4th and 124th Infantry Regiments were returning back to their bases along the Matanikau River by mid-afternoon on September 24, 1942. Marines from the 1st Battalion, 7th Marine Regiment, 1st Division moved west through dense jungle in an effort to cut them off and clear the area. Meanwhile, other units from the Japanese 124th Infantry Regiment moved east along the coastal track and joined units from the 3rd Cure and 5th Yokosuka SNLF in Matanikau village at 1530 hours. By 1630, Japanese survivors moving north connected with the infantry reinforcements from the coastal track and combined groups engaged the Marine units emerging from the jungle. Most skirmishes here occurred on the north ridge of the large hill south of the river outlet, and there were extensive casualties on both sides. As night fell, a brief thunderstorm dampened the area and skirmishing ebbed. Units from both sides refreshed, regrouped and re-positioned overnight although there was some confusion due to the darkness. As dawn broke, the Americans were positioned on the ridges East and SE of the village, while the Japanese line covered the edge of the jungle opposite them. Shortly thereafter, Japanese observers spotted units from the 2nd Marine Battalion coming from the East and stood down.

Analysis: This is a lengthy 120-turn scenario that covers over 24 hours of fighting with both hex control and step loss objectives for both sides. Both sides are also affected by disorientation the entire scenario, and disruption when moving during the night hours. The objective hexes for victory by either side are in close proximity southeast of the mouth of the Matanikau, but there is little need for early hex control; this is particularly true for the Americans, since they must remove six units from map 16 turns after losing two steps. Getting the Japanese survivors to a safe area is important early in the game, as there are a number of reduced units that can be easy pickings for the US to gain step losses. So, despite the movement impediments and disorientation, they were moved as quickly as possible along a safe route toward the area west of the village. During that process, a fortuitous “2” on an assault die roll caused two US step losses, so the US had to remove six units from play on Turn #31. Neither side had the requisite step losses needed for victory as night fell, and fighting diminished during the night hours due to limited visibility, the disruption penalty for movement and a similar die roll penalty for recovery rolls. The US had been carful not to bring the SNLF units into play and continued to stay back defending the area around the US objective hex only. With the advent of US reinforcements literally on the horizon, the Japanese moved to get the requisite number of US steps (7 steps) for victory; however, they were unable to do so before losing 19 steps, which allowed for an American victory. The game ended on Turn #67, one turn prior to the arrival of US reinforcements, and was declared a draw. The scenario plays out very well, albeit long, and gives a historical feel of the battle.

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