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Buckley's Block PTO (id:#62916)
(ASL Journal #12 ID:J189)
Designer: Darrell Anderson
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseAmerican (USMC)
Overview:
None.
Attacker: Japanese (141st Infantry Regiment, 51st Division)
Defender: American (USMC) (Weapons Company, 7th Marine Regiment, 1st Marine Division)  
Turns: 6     Players: 2     OBA: None     Night: No
Cape Gloucester, New Britain 1944-01-13
Unit Counts:
Squads: A:12.0 D:6.0
AFVs: A:0 D:1
M3 GMC x 1

Guns: A:0
Type 89 Heavy Grenade-Launcher x 2
D:1
M3A1 37mm x 1
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO, Wet EC, Mud, Falling Rain. No Quarter
Map Board(s): 7 37
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:
Scenario Comments
TitleAuthorDate
Latest Updates:
ActionDate
hoxson1 Modified the misc. rules2017-12-13 19:56:05
hoxson1 Uploaded an Image2017-11-20 15:54:38
von Marwitz Added a playing2017-11-18 11:22:47
JeremyB Added a playing2017-10-28 11:37:48
jwert02 Added a playing2017-10-26 10:13:41
Last Played:
2017-11-04(D) X von Marwitz vs Lars-Peder Jensen Japanese winFeeling that the alternative scenarios for this round were somewhat precarious for their balance (SP263 Snova Snare and ESG#21 Dying to Kill), we played J189 Buckley's Block with me defending as the Marines. With Rain falling and Mud in effect, this scenario reflects some of the misery that soldiers fighting in PTO had to endure. A Japanese force of 12 squads, 7 of them Elite and well equipped with SW need to push 6 Marine squads out of the way that are supported by a 37mm ATG and an M3 GMC 75mm Gun-halftrack. CVP are gained either by killing Marines or exiting the board. The problem for the Marines in this one is that they must not let the Japanese get close and personal because they cannot trade squads one on one with the attackers. As the terrain has a lot of Kunai between the Jungle, the Marines need to carefully consider their setup to inhibit the movement of the Japanese as much as possible. My plan was to appear strongest on the southern side of board 37 to lure the Japanese to attacking into the teeth of my defence closer to the sea. Whether by my malicious subterfuge or his own volition, the Japanese schwerpunkt of the attack came where I wanted it. The first two Japanese movement phases were mainly taken up with approach and some feeling out my defences. I was holding back most of my fire where possible, redeployed a bit in the south and kept the scouts at bay with a FL. I believe it was the Japanese Turn 3 when the fighting began in earnest. I had all MGs and 4 squads on my northern flank and was getting the lead out foiling most Japanese approach attempts. In the return fire, one of my Marine squads with MMG broke, though. This is when things become difficult for the Marines: With only 6 squads, not all of which will be found on one flank, the breaking of any one of them will be sorely felt – especially if it carries one of the MGs. Falling back to a spot where they can find enough time to rally before the Japanese close in to re-DM them is not easy. It became apparent, that the Japanese would attempt to break through in the North close to the river. Despite my left southern flank was significantly weaker and there were some Japanese lurking there, my M3 GMC Gun-ht and the ATG could hold them in check. What some players may overlook but what makes a huge difference in this scenario -per US Multi Applicable Ordnance Note C: „Printed canister Depletion numbers are increased by three for use in the PTO unless the superscript "P" is present to indicate that canister is available only in the PTO; e.g., "C7" becomes "C10" when used in the PTO, but "C7P" is used as "C7" and only in the PTO.“ Furthermore, Marines are an Elite formation upping Special Ammo by one. This means the ATG has a Canister depletion number of 11. Or in other words unlimited Canister unless the Gun breaks. With no TH roll required to potentially apply 12 FP into three hexes in one shot and the capability to keep ROF, this seemingly little 37mm AT-Gun is in reality a deadly killer in this scenario. My Marines fell back parallel to the Japanese to take up positions infesting the exit area with Fire Lane opportunities and at the same time threatening to do the same in the direction of the advancing Japanese behind the Marines. I had also in mind, chancing Bog in the Mud conditions, to fall back with the Gun-ht and have it thrash into the Jungle to gain LOS over the exit area towards the river. Good to note: If its crew Abandons the halftrack, it can remove the AAMG as a dm .50 Cal heavy MG. Might require some time to get it out and assemble it, to pass it on to another unit and for the crew maybe even to re-occupy the ht, but it is worth to keep in mind. Unfortunately, we were running short of time to get the scenario finished before the deadline. Though my position might have been a bit favorable with regard to the outcome, we decided to avoid having the scenario judged and rolled for it. The lower dr would win, a tie would result in a draw. The outcome was a Japanese win and a loss for me. A good PTO scenario that we both found entertaining and exciting.
2017-10-24(A) Jason Wert vs Jeremy Busby American (USMC) winReally great game with Jeremy. Conducted a few banzais as the IJA but was able to make good headway across the board as the USMC steadily readjusted to our overload near the ocean edge. In the end managed 15 VP, but couldnt get a few off due to intense residual by USMC from jungle firebase. Great scenario
2017-07-12(D) Jeff B vs Scott Sherer American (USMC) winA fun, fast-playing scenario. I think the Japanese must conduct banzai after banzai in this one to stand a chance. If not, the mud will hamper their movement to a very large extent. We also had heavy rain for a good part of the game which I would've thought would be to their advantage, but I really think it worked to the Marines' advantage with their higher firepower bases. We actually had very few CCs in this as the Marines tried to always keep an arm's length away.
2017-06-16(D) X von Marwitz vs Michael Koch Japanese winSmall PTO scenario that is designed to be pretty intense. I had the USMC in this one. Even with hindsight, I was pretty content with my defensive setup. There were, however some few key occurrences that turned the game in favor to the Japanese who came out with a clear win. A rather lucky shot broke a USMC breakwater squad early. This in itself would not have been crucial. Closely thereafter, a 668+MMG broke too on the same flank. The gap this opened allowed the Japanese to get closer vs. less defensive FP and ADJACENT to a stack of 2x348 with the HMG plus 8-1 and the broken 668+MMG which had routed back. USMC PBF generated HoB vs. a Japanese 448+DC turning it Berserk and providing it with enough MF to enter the hex of the stack, where it blew up the DC and screwed up the USMC. At last in the same turn, a DC hero could not be affected by a 20-1 and 2x 15-1 attacks, thus blowing up the last 668+MMG key defender. This mess left me losing all three US MGs in one turn and pretty much the game. I tried to fight on, and the ATG did very well with Canister. But when I lost my 8-1 to fate, a HS stacked with him to LLMC and another HS also to fate in the next RPh, the 'fate' of the USMC was sealed.
2017-06-09(D) Andy Beaton vs Jonathan Kay Japanese winHeavy rain from turn 1 impeded American fire and let Japanese get close enough for CC. Killed lots of them but they're lives meant nothing. Next time will try retreating more - not enough Americans to stand still and fight.
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(jap-usmc.png)Imagehoxson179
(J189 Buckley's Block Scenario Archive.jpg)Map Imagevon Marwitz52

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Statistics:
Avg Rating: 6.83Votes: 12
Views: 0
To-Play list count: 0
Estimated Play time: 2.8 hours
Recorded Games: 6
Archive recorded plays:
Japanese3
American (USMC)3
Drawn:0

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Monday 18 December 2017 12:18:19 AM  (c)dramsey 2017