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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Milne Bay Scenario 3: Milne Bay - The Breakout
Kokoda Campaign #27
(Defender) Australia vs Japan (Attacker)
Formations Involved
Japan 16th Naval Pioneer Unit
Japan 5th Kure Special Naval Landing Force
Display
Balance:



Overall balance chart for KoCa027
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-08-27
Start Time 21:30
Turn Count 34
Visibility Night
Counters 49
Net Morale 1
Net Initiative 1
Maps 2: 34, 35
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Illumination
Scenario Requirements & Playability
Kokoda Campaign Base Game
Introduction

Still uncertain about the intentions or strength of the Japanese forces on the north shore, Maj. Gen. Clowes ordered the lightly-armed 2/10th Battalion of the 18th Brigade forward during the daylight hours of 27 Aug to determine the location of the Japanese. They arrived at K. B. Mission late in the afternoon and prepared a position in case the Japanese attacked once again during the night.

Conclusion

The Japanese finally chose to attack in strength and the Australians, who still had no effective weapons against the light tanks, were quickly split in two. One portion of the 2/10th was pushed up into the hills while the rest were pushed back to the Gama River. By dawn the Japanese were approaching No. 3 Airstrip.


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

Australia Order of Battle
Army
Japan Order of Battle
Imperial Japanese Army
  • Foot
  • Mechanized
Imperial Japanese Navy

Display Errata (2)

2 Errata Items
Scen 27

Japanese set up lists 10 x SER (army) but there is only 9x in the counter mix with the game.

(Juiceman on 2021 Jun 13)
Scen 27

Victory Conditions Typo: For the Aussies there are two Minor Victory Conditions listed, guessing the the second or more difficult is the Major Victory condition for the Australians.

(Juiceman on 2021 Jun 14)

Display AARs (1)

Breakout
Author Juiceman
Method Solo
Victor Japan
Play Date 2021-06-15
Language English
Scenario KoCa027

This is a long night scenario that has the Australians attempting to delay the Japanese forces from exiting 5 or more units off the west map edge, for the Japanese the only real way to do this is by advancing down the east-west trail eliminating or pushing aside the Australian blocking forces. Going thru the jungle is not an option due to the dreaded jungle disorientation rules, which has not been the friend of either side in this campaign.

Things were going well for the Australians for the first 23 turns, they eliminated 4 steps of the SNLF, were doing a great job of slowing down the Japanese advance as they fell back and were able to contain the Type 95 tank section. FOW was a major factor early on as it favored the Australians by limiting the Japanese advance, out of the first 23 turns FOW ended the turn 15 times, very frustrating to the Japanese who saw opportunities to advance or follow up breakthroughs negated by the turn ending FOW.

The Aussies luck would not hold out for the entire game, during the last 11 turns FOW ended the turn only twice which the Japanese took full advantage of with all their forces advancing to disrupt, demoralize and KIA several enemy steps. This relentless advance by the Japanese never gave the Aussie forces time to regroup or recover disrupted & demoralized units. This scenario went down to the wire, the last turn where the Japanese were in position to exit at least 5 units off the west edge but would need to pass two FOW dice rolls in order to win a minor victory, advantage Japan.

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