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Road to Palompon
Leyte '44 #45
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt045
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Leyte '44
Historicity Historical
Date 1944-12-19
Start Time 09:00
Turn Count 28
Visibility Day
Counters 74
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 168
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Leyte '44 Base Game
Saipan 1944 Maps + Counters
Introduction

Yamashita ordered Suzuki to abandon Leyte and organize the defense of the other islands of the central Philippines. Suzuki ignored the order, and pre-pared to hold a perimeter around Palompon, a small fishing port on the north-western corner of Leyte. He had fresh troops that had arrived just before Yamashita’s decision to write him off, and, perhaps inevitably, hoped to use them to counter-attack.

Conclusion

The Americans pushed the Japanese back, but could not clear the road to Palompon despite inflicting heavy losses on them. These new troops had not experienced the repeated defeats of the other Japanese formations on Leyte, and remained well-fed, healthy and willing to fight. The Americans would have to try again.


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.
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (1)

1 Errata Item
Overall balance chart for 1269

The A4 has an inherent leader and two combat steps. Its counter should have been given an amphibious armor symbol.

(Shad on 2013 May 06)

Display AARs (1)

Leyte 1944, Scenario Forty-Five: Road to Palompon
Author JayTownsend
Method Solo
Victor United States
Play Date 2021-01-17
Language English
Scenario Leyt045

Leyte 1944, Scenario Forty-Five: Road to Palompon

This time all the action was on one map in the hardest terrain but the Americans only had to clear the north-south road and the town and village hexes, which there are not too many and keep a 2 to 1 ratio in step loses. Fortunately there is 28 turns in this scenario so the Americans don’t feel too rush to take needless casualties. The dice rolls finally fell in the Americans favor unlike my last game play and they achieved all three victory objectives for a Major Victory. The Japanese lost 17 steps and 5 leaders, while the Americans lost 8 steps and 1 leader but won the game.

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