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Armored Probe PTO (id:#56945)
Critical Hit (Critical Hit # 1 ID: CH 6)   [next]   [previous]
See Also: Armored Probe (reissue) by Critical Hit Armored Probe at Sidi-Nsir by Le Franc Tireur Armored Probe by Critical Hit Armored Probe by Critical Hit
Biak, the Schouten Islands 1944-06-15 (12 others)
CH157: Armored Probe (reissue) (Critical Hit # 6.4)
RBF 4: Used and Abused (Recon by Fire! #1)
TAC47: Des Roses pour Vandervoot (Tactiques # 6)
BFP-55: Used and Abused (BFP 3: Blood and Jungle)
DP BONUS #3: Biak Probe (Digger Pack I)
CH 6 (ver. 1.1): Armored Probe (Critical Hit Retro Magazine 1)
VV70: Panzer 44 (Vae Victis # 95)
CHA #14: Purple Heart Road (Critical Hit Annual #2)
S69: Stovepipe Funeral (ASL Starter Kit #4)
Bonus 1: One Legged Ben (Critical Hit Annual #5)
WO39: Shotgun Shuffle (Winter Offensive Bonus Pack 2022)
CH 6: Armored Probe (Critical Hit #1 2022 Reprint)
Designer: Mark Porterfield
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseAmerican
56.190476190476%

Overview:

American forces land at Biak in northwestern New Guinea on May 27th. As men of the 41st Infantry Division were consolidating their positions around the Mockner Airdrome, preparations were made to reduce the Japanese cave positions firing on the airfield. The Japanese got the first jump in the form of a series of limited counter attacks, which included tanks. . .
Attacker: Japanese (Elements of the Biak Detachment)
Defender: American (Elements of the 186th and 162nd Infantry Regiments)  
7.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:13.0 D:10.0
AFVs: A:5
Type 95 HA-GO x 5

AFVs: D:0
Guns: A:0
Type 89 Heavy Grenade-Launcher x 2
D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO (Exc: roads exist)
Map Board(s):
37 Show/hide map dependencies
PublicationBoard
ASL 13 - Rising Sun37
ASL 13 - Rising Sun (2021)37
ASL 8 - Code of Bushido37
Overlays: O5 O4 O3
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-04-27(D) Tim Reade vs Jonathan Woodger Draw0.07 hrs
2017-09-05(A) X von Marwitz vs Chris Hofland Japanese winNice PTO scenario in which the Japanese need to push through a US blocking force with intimidating firepower. I played the Japanese in this one. The problem for the Japanese at first is that there is no terrain through which they can approach the US quickly - except the road which will be a killing ground. At the same time, the Japanese have no time to lose. What can move very quickly are the Japanese tanks. But the Japanese player needs to preserve those as losing them will make meeting the CVP requirement ever more difficult. The US does not have many assets to counter them, a BAZ, a .50Cal and a MMG, but as they are tin cans, caution is required. In our game, both sides had lucky and unlucky things happening. At first, the going was rather slow for my Japanese. Somehow, I never seemed to figure the US setup correctly. Then, a cursed US HS managed to take out two of my tanks with its Bazooka - one by surprise, the other one with a good roll. Afterwards, it managed to extricate itself somehow from what seemed sure doom and remained a PITA throughout the entire game. It survived, too... Having lost two tanks relatively early was bad. But in the finest hour of my Sniper, he managed to kill the US 9-2 and the 227 crew manning the .50Cal (you gotta love RS and LLMC...). Now the approach for the Japanese seemed more open, but the remaining US forces further up front appeared to be unbreakable and thus able to delay me further. Trying to get close and personal in H-t-H, they shot well, too, and Fate decreed, (three times that is...) that I should do with some less Japanese. Eventually, I did reduce his force in H-t-H, too. But he was able to move in his reinforcments unmolested. At this point, things were in US favor but he could have deployed his reinforcements better, which might have cost him the game. Risking a number of Bog checks, I was able to move off two of them after previously having moved off one before his reinforcements could prevent it. So my CVP tally was boosted but I still needed to despatch some infantry which I had to approach to his much boosted firepower of the reinforcement group. There was not left much time either for fancy moves so I decided that some good soldiers had to sacrifice their lives for the Emperor to prevent a particular voluntary rout and to approach for good chances in H-t-H. Japanese T7 then saw its gashly CC Phase, in which I lost my 9-1, 347+LMG against nothing and 447+US MMG, 447, 228+MMG, 237Striped against one US 667. Luckily for me, this was just the last two CVP I needed for the win. Very nice and tense game.
2010-06-13(A) Mark McG vs Adam L. Japanese winA lucky Japanese victory! Japs probably want to zig to left and then zag right halfway down.
2010-06-13(D) Peter Palmer vs Darryl Lundy American winJunobear 2010
2004-03-26(D) Paul Legg vs Ian Percy Japanese winHeroes 2004
View all or balance report
ActionDate
comdotski Added a playing2025-05-04 11:35:43
Turuk Uploaded a VASL file2024-06-27 16:56:30
Stewart Added a playing2023-02-03 10:39:42
Hutch Modified the Attacker's Guns2020-11-24 09:24:01
Hutch Modified the unit counts2020-11-24 09:24:01
FileDescriptionUserViews
VASL Scenario Setup (CH-6 Armored Probe v667.vsav)VASL SetupTuruk258
ch6_map (ch6.png)ImageAquilasol1194
(japus.png)Imagehoxson11030
This Type 95 did not make it (type 95 HA-GO destroyed.png)Imagehoxson11238
(ch6 pto roads exist.png)Map Imagehoxson11156
(CH006 Armored Probe Scenario Archive.jpg)Map Imagevon Marwitz1080
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Statistics:
Avg Rating: 7.00Votes: 6
Views: 6172
To-Play list count: 0
Estimated Play time: 5.5 hours
Recorded Games: 10
Archive recorded plays:
Japanese5
American4
Drawn:1

ROAR Data: (as of today)
Armored Probe
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[A] Japanese 54
[D] American 42
All Rights Reserved. (c)2022 Dave Ramsey.