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Failure at Buri Airfield
Leyte '44 #13
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt013
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 20
Visibility Day
Counters 71
Net Morale 0
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 170
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Airfield Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

While the “flying wedge” attacked toward Burauen, Maj. Gen. Arnold of 7th Infantry Division fired the commander of his 32nd Infantry Regiment and ordered his replacement to take the nearby Buri Airfield. Without armor support - the tanks had been sent away to join the flying wedge - the regiment’s reinforced 1st Battalion soon met a well-prepared line of trenches and concrete fighting positions.

Conclusion

American confusion and Japanese resistance stalled the advance, with heavy casualties among the American officers adding to their disarray. The Japanese added to the misery with a well-timed counter-attack. The new regimental commander ordered his 3rd Battalion to advance on 1st Battalion’s flank, but they became mired in swampy ground and did not arrive until the attacking force had already been repulsed.


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.
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Misc
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Leyte 1944, Scenario Thirteen: Failure at Buri Airfield
Author JayTownsend
Method Solo
Victor Japan
Play Date 2020-12-10
Language English
Scenario Leyt013

Leyte 1944, Scenario Thirteen: Failure at Buri Airfield

I love trying to fight through this type of terrain on maps 83 & 82 and this battle was a real life failure for the American 7th Infantry, so I wanted to see if I could do better on the board game playing field.

I have learned how to setup better Japanese defenses after playing many Pacific scenarios. Just remember the idea isn’t to win the war just the battle/scenario. The Americans actually have less units but counting on reinforcements to maybe help. The Japanese setup in the optimal defensive positions around the town hexes and airfield on map 83 with a few speedbumps on map 82.

Using rice paddies, followed by minefields and entrenchments not to mentions covering fields of fire the Japanese protected the town hexes and airfield. The American slow movement through the jungle terrain and into the teeth of the Japanese defenses but they plow into it anyway, as 20 turns goes fast in this type of battle and it they wanted a chance to win they had to go for as many victory objectives as possible.

For a change the battle was bloodier for the Americans than the Japanese. The Japanese lost 8 steps and 3 leaders while the Americans lost 9 steps and incredible 5 leaders. They also achieve zero out of three objectives for a Major Japanese victory. It didn’t help but as it was historically the reinforcements didn’t arrive until turn 20 after the show was over and it would have taken them another 5 turns just to get into the action.

This scenario is a real challenge for the Americans to win. I could maybe by looping around get at the Airfield and maybe destroying a two to one advantage in enemy steps killed and if the reinforcements arrive on turns 12-15 that maybe the outcome could be different but this scenario clearly favors the Japanese but is a really fun one to try and do better in. So for me I’ll try again someday, as I find the challenge very tempting and enjoyable.

I’ll be interested to see other player’s results in this scenario!

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