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
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Stout Defense at Muñoz
Pacific Armor #21
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 2nd 'Geki' Tank Division
United States 20th Infantry Regiment
Display
Balance:



Overall balance chart for PACA021
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Pacific Armor
Historicity Alt-History
Date 1945-02-01
Start Time 08:00
Turn Count 30
Visibility Day
Counters 169
Net Morale 0
Net Initiative 0
Maps 3: 100, 82, 83
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 209
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Elsenborn Revised Counters
Marianas 1944 Maps
Pacific Armor Base Game
Saipan 1944 Maps + Counters
Introduction

The Japanese 2nd Tank Division, equipped with 220 desperately-outclassed Type 97 Shinhoto medium tanks, dug them in as immobile steel pillboxes rather than expose them to the deadly firepower of American tanks. With tanks that could stand up to those of the Americans, those decisions might have been somewhat different. And that would have given the Americans a very different problem to solve.

Conclusion

Armor superiority on the battlefield would also require air superiority over it, else the Japanese tanks would become so many targets for American pilots. Even then, the shiny new Chi-Nu would have to approach the Sherman very carefully when on the attack (or counterattack)


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Order of Battle

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

Display AARs (1)

Pacific Armor, scenario #21: Stout Defense at Munoz
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-06-05
Language English
Scenario PACA021

Pacific Armor, scenario #21: Stout Defense at Munoz

This is one is from the group of the last four scenarios using more modern Japanese armor left in Japan and is hypothetical but interesting. As stated before, the first 18 scenarios are historical from Luzon 1945, while the last four scenarios are hypothetical.

The Americans are the attacker and have three objective or victory levels or failures. Eliminating more Japanese steps than losing is doable, controlling the west-east road 10 hexes deep is difficult and the third is controlling one town hex, but it doesn’t say which map, so I assume any map, so this is also doable.

The Japanese defend all the town hexes on all three maps and the Americans have a pretty large force and also enter on all three maps as not to jam things up and keep the Japanese guessing. The Americans pound away at the Japanese and have two of their victory objective when the Japanese reinforcements enter the battlefield with a large armor force and air-support.

Things get interesting and the Americans are now pretty close on the casualty differential but roll well on the dice and get some critical first activations to help them knockout some Japanese armor and pull ahead in the casualties for good. The Japanese find themselves weak in the Infantry department and are not able to take back the two far reaching town hexes and the Americans achieve two of the victory conditions for a minor victory. The scenario involves a lot of armor and armor types on both sides. Kind of fun.

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