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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Mt. Austin X
Jungle Fighting #28
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 10th Mountain Gun Battalion
Japan 124th Infantry Regiment
Japan 228th Infantry Regiment
United States 25th "Tropic Lightning" Infantry Division
United States 25th Reconnaissance Troop
United States 35th Infantry Regiment
Display
Balance:



Overall balance chart for JuFi028
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 913
Parent Game Jungle Fighting
Historicity Historical
Date 1943-01-22
Start Time 14:45
Turn Count 14
Visibility Day
Counters 45
Net Morale 0
Net Initiative 3
Maps 1: Guad-ME
Layout Dimensions 84 x 55 cm
33 x 22 in
Play Bounty 139
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Entrenchments
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Guadalcanal Maps + Counters
Jungle Fighting Base Game
Introduction

On the 20th it rained heavily and prevented any offensive action against the GIFU position. Plans were made to resume the offensive on the 22nd. On the night of 20-21 January several Japanese were killed trying to escape from the now surrounded GIFU position, an indicator that the Japanese thought the end was near. To even further strengthen the American forces preparing to attack, three USMC light tanks were loaned to the Army. Manned by members of the 25th Division Reconnaissance Troop, they were to accompany the attacking troops.

Conclusion

The Japanese proved unable to counter the tank and large American gains were made in attacks against the northeastern corner of the position. An attack against the southern portion of the perimeter, this one without tank support, failed. The American battalion commander believed a single hard push would cause the collapse of the last of the Japanese defenders.

Additional Notes

Elsenborn Ridge or Cassino '44 may be used for the U.S. Army units.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Army
Marine Corps
  • Mechanized

Display Errata (1)

1 Errata Item
Scen 28

Japanese SSR dictate they have to roll to attempt to move but do not mention whether or not a failure to move counts as their activation. As it usually does in the system with this type of special rule, I played it as such.

(triangular_cube on 2023 Feb 18)

Display AARs (3)

Jungle Fighting #28
Author triangular_cube
Method Solo
Victor Japan
Play Date 2023-02-18
Language English
Scenario JuFi028

This was a more unique situation compared to the rest of the GIFU, although still with the same fundamental casualty problems for the American VCs. The Japanese are entirely surrounded aside from one hex, and the Americans have tanks, which can fire AT at the entrenchments in this module, making them very powerful. The VCs are what is interesting though. The Japanese have to control hexes (or kill Americans). Any hexes, not just the trenches. They can try to break out in theory (as they did historically the night before?), but are basically frozen in place by the SSR movement limitations :(.

I was actually disappointed in this fact because keeping the Japanese penned up in the shrinking net actually sounds interesting, but alas its a butchers task of clearing them out. They actually only have morale 8 in this scenario! so its completely doable, but the casualty limits are still unrealistic and create the gamey "can the Japanese roll a 2?" exercise that plagues this module.

Aaaanyways. Americans fire at the hopeless Japanese repeatedly as expected and methodically clear out the left and northern trenches. The southeast has the counterattack stack ,anticipaitng the American tanks in the clearing. They roll lucky to move and assault (I guess this is vague as to whether or not they need to but i played they did), and are able to clear out the HMG and M5 in the clear hex. This alone is enough for the win, but the silly part happens after. Americans pummel the hex next turn on the 60 column OBA, and dem all 3.... who flee (without having to roll to move presumably).

Americans walk into the trench for the last piece, but... have to chase down those fleeing Japanese that broke out the net demoralized. As soon as they recover morale, they are now controlling hexes again and spread out. Americans with the aid of OBA and leader movement rates DO catch and eliminate them before the end of the scenario for a total board wipe (aside from one Japanese Lt who disappeared into the Jungle).

Still too many losses taken though, so they cant win and Japan does. I really dislike the VCs in this module...

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The American Steamroller Rolls
Author KirkH
Method Solo
Victor United States
Play Date 2010-06-28
Language English
Scenario JuFi028

The Japanese set up spread out over the four hexes while the Americans surrounded them. Early on the overwhelming American firepower took it's toll and many Japanese units were eliminated. After five turns the US had already gained two of the four Japanese held hexes. Three turns later all Japanese units had been eliminated and the US had a major victory. This one only appears winnable for the Japanese if they concentrate their forces in a few strong hexes and if fog of war can occasionally prevent the American firepower from being used. Would be worth playing again solitaire, but doesn't seem to be a great two player scenario.

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Jungle Fighting, scenario #28: Mt. Austin X
Author JayTownsend
Method Solo
Victor United States
Play Date 2011-04-03
Language English
Scenario JuFi028

Jungle Fighting, scenario #28: Mt. Austin X

*I remember reading about the GIFU portion of the Guadalcanal battle a few years ago and thought I must tryout one of the scenarios from Jungle Fighting which include it. I didn’t expect too much from this one, as it’s basically and assault scenarios with four Japanese Entrenchments that must be taken. Actually the Americans only have to take two of the four with out losing more than two steps. Both sides start adjacent to each other in setup, so it’s basically a set piece battle with only how you arrange each stack with which types of units. The Japanese just have hold three out of four entrenchments or eliminate three American steps.

*As I stated before, the Japanese have four entrenchments but a very weak force with many of the units already reduced. Not only that, but they will find it very difficult to move a per special scenario rule #2.

*The Americans have a very strong force, pretty much 3 to 1, yes some of their units also start reduced but they have so many and a huge Off-Board artillery and one M5 Stuart Tank unit on it’s reduced side. The Starts will be able to get at two of the Japanese Entrenchments from some clear terrain hexes adjacent to them.

*Also Jungle Fighting has a Special Rule #3 that gives them a Defense Value of 2 against armor but every hit from a tank eliminates on step of enemy units inside the entrenchment, not the entrenchment it’s self. I really like this rule, or the Tanks would not have been of much use but with this rule, it rocks.

*Being such a small battle, it will be a small AAR, but the Americans wear down the Japanese through Artillery, adjacent Infantry in stacks of 3 combat units and one unit of 3 Stuart tanks, slowly but surely wearing the Japanese units down to nothing much and then assaulting. The highlight for the Japanese; was when they rolled high and demoralized pretty much a whole stack on American Infantry, but they were able to pull back and the line was filled with new American units. Don’t attack the Japanese from the open space hexes, unless you are armor. The American won this, taking all four entrenchments. I have never had very much luck taking entrenchment until this battle.

*There is not a lot of maneuver in this battle but it a good one to practice your assault & entrenchment skills. Not a bad scenario but one you only play once.

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