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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Flying Wedge
Leyte '44 #12
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt012
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Leyte '44
Historicity Historical
Date 1944-10-24
Start Time 07:00
Turn Count 18
Visibility Day
Counters 52
Net Morale 0
Net Initiative 1
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Airfield Control
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Hidden Units
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge Counters
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

During the American campaigns against the Japanese, armor support usually consisted of platoon-sized packets of tanks attached to infantry companies or battalions. Maj. Gen. Archibald Arnold decided to use his attached 767th Tank Battalion in what he called a “flying wedge” aimed right at San Pablo, its airfield and the town of Burauen. The Japanese met them with suicidal anti-tank squads bearing explosive charges and anti-tank mines.

Conclusion

The tanks initially had some success, but the operation quickly showed why other commanders had deployed their tanks by the platoon or at most the company. The Shermans had trouble maneuvering in the jungle, rice paddies and wet fields, and were confined to the road and the hard ground on either side of it. With the armor funneled into a predictable corridor, the Japanese rained down artillery fire and deployed their suicide attack teams. The tanks managed to overrun Bayug Airfield, but without infantry support they withdrew before nightfall.

Additional Notes

Airborne, Battle of the Bulge, Cassino and Invasion 1944 also have the counter from Elsenborn needed for this scenario.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Misc
  • Towed
United States Order of Battle
Army

Display AARs (1)

Leyte 1944, Scenario Twelve: Flying Wedge
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-10
Language English
Scenario Leyt012

Leyte 1944, Scenario Twelve: Flying Wedge

This is great scenario and I’ll give Mike Bennighof the credit on this one, as it is one of his converted scenarios. Three of the most important thing on this scenario are the placement of minefields with covering Japanese Infantry fire in the narrow corridor road on map 82 and some on the rice paddies forcing the American to have to clear the mines or risk going through them with your armor, as the terrain is too tough to go around. The Americans must protect their most valuable asset, their lone engineer unit. The Japanese also have a nice amount of artillery to separate the American Infantry from the armor, which happens anyway as the American try to move around the clogged road jam.

The Japanese now have time to assault lone stacks of American armor getting the scenario #3 special rule bonus for their anti-tank teams. In fact, for a change, I actually lost more American steps than Japanese step, because the lost armor steps count double, so out of the 15 American steps I lost, 10 were armor. The Japanese only lost 14 steps. As the battle finally progress west, there is no time to send leaders back east to pick up demoralize, disrupted and recovered Infantry units, as the Americans run out of time trying to achieve their three victory objectives and blast through Japanese obstacles.

In the end, the Americans achieved none of their three objectives: control of all the east-west road, control of the airfield hex and have a two to one step loss ratio. The Japanese win a Major Victory! With that said, this is one the funniest scenarios I have ever played. The terrain on maps 83 and 82 are a fun puzzle to try and solve. I highly recommend this scenario.

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