Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Escape from Muñoz
Pacific Armor #18
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 2nd 'Geki' Tank Division
United States 20th Infantry Regiment
United States 63rd Infantry Regiment
Display
Balance:



Overall balance chart for PACA018
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Pacific Armor
Historicity Historical
Date 1945-02-07
Start Time 09:00
Turn Count 26
Visibility Day
Counters 71
Net Morale 0
Net Initiative 1
Maps 3: 100, 82, 83
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 183
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Breakout
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Entrenchments
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Marianas 1944 Maps
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

The Japanese Ida Detachment, defending Muñoz, had already lost most of its strength and the town around them had been flattened. But they had greatly delayed the Americans, which had been their task, and now they would attempt to slip away. But the Americans had already slipped behind the Japanese. The Ida Detachment would have to fight its way free.

Conclusion

The fearsome Battle of Muñoz ended with a whimper; the Japanese apparently did not realize that their escape route (Highway 5) had already fallen into American hands. Only a handful of survivors, and none of the tanks or other vehicles, made it to Japanese lines. But they had done their job, keeping the Americans held up for six days when their division command had expected to take the town in less than 24 hours.

Additional Notes

All units are present in the Saipan counter mix.


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
  • Mechanized
  • Towed
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Scen 18

Start time, first turn, should be 0100 for scenario Eighteen.

(JayTownsend on 2026 May 30)

Display AARs (1)

Pacific Armor, scenario #18: Escape from Munoz
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-05-30
Language English
Scenario PACA018

Pacific Armor, scenario #18: Escape from Munoz

First let me state the printed version has a time or first turn is errata, as the starting time is 0100 hours not 0900. Half hexes are in play.

The Japanese really don’t have much faith in causing more casualties then they lose and keep their eye on exiting seven or more good order steps and at least achieving once objective and a minor victory. In my game the Japanese rolled for night and a 2 hex LOS was rolled. The Japanese exited 9 steps when I called the game, as the Americans had a large lead in casualties. Maybe one of the weaker scenarios but this might be the fact that the map configuration was change, as all three maps had the numbers at the top or north, originally as submitted and would have made exiting a lot harder.

Side notes:

Not realizing the main escape path from Munoz to San Jose was already in American hands, the Ida Detachment was destroyed along Route 5 by the blocking forces of the American 63rd Infantry. After daylight the 20th Infantry moved into Munoz almost unopposed. The 2nd Tank Division lost 52 tanks, 41 trucks, 16 47mm guns, 4 105mm guns, a number of other types of equipment, and vehicles and 1,500 men killed. The American 6th Division and attached units lost 97 men killed and 303 wounded in the battle for Munoz.

Captain Michael Kane described how wild the action was on the 5th of February, while grouped with his men, not but 75 yards in front of them one of our Sherman tanks came to a storage shed not 10 yards away and blasted it, destroying a Japanese tank, not but a second later the Sherman tank was hit by a mutually supporting Japanese tank and burst into flames but the crew was able to escape.

Also in this same Battle for Munoz, Technical Sergeant Donald E. Rudolph, acting as platoon leader became a one man army, tossing grenades into 8 different pillboxes and later hoped on to a Japanese tank putting a phosphorous grenade down its hatch. For his bravery he was given the Medal of Honor and promoted to second lieutenant.

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