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Evicting Yamagishi PTO (id:#58732)
Sherry Enterprises (Schwerpunkt # 3 ID: SP30)   [next]   [previous]
Tzuhsingtun, Manchuria 1945-08-12 (1 other)
VV-145: Smertniki a Motaoshih (Vae Victis # 173)
Designer: Evan E. Sherry
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
RussianJapanese
42.105263157895%

Overview:

The Soviet 1st Red Banner Army overwhelmed border defenses all across the Japanese 5th Army front in Manchuria. Penetrating over eight kilometers, the Soviets were sweeping all before them. Their objective was the vital logistics base and transportation hub at Mutanchiang. Lieutenant Yamagishi and his reinforced battalion were ordered to delay the Russians by defending Tzuhsingtun and Hill 792. Early in the morning, the Soviet 257th Tank Brigade struck Yamagishi’s battalion but then bypassed to continue to Mutanchiang. Yamagishi reorganized his shattered battalion and prepared to meet the main body of the 300th Rifle Division. . .
Attacker: Russian (Elements of the 1053rd Rifle Regiment, 591st Separate Sapper Battalion, and 459th Separate Self-Propelled Artillery Battalion, 300th Rifle Division)
Defender: Japanese (Elements of 1st Battalion 279th Infantry Regiment, 3rd Battalion 277th Infantry Regiment, and 31st Antitank Battalion 126th Infantry Division)  
7.5 turns
    Players: 2     OBA: Russian     Night: No
Unit Counts:
Squads: A:23.0 D:13.0
AFVs: A:4
ISU-122 x 2
T-34/85 x 2

AFVs: D:0
Guns: A:0 D:3
Type 94 Rapid-Fire Gun
Type 89 Heavy Grenade-Launcher x 2
Type 92 70mm INF Gun
Type 1 Machine-Moved Gun

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: A: 628s Sappers, A-T mines must set up as Daisy Chains. Tunnels are NA.
Map Board(s):
32 39 Show/hide map dependencies
PublicationBoard
ASL 5a - For King and Country32
ASL 13 - Rising Sun39
ASL 13 - Rising Sun (2021)39
ASL 4 - Partisan!32
ASL 9 - Gung Ho!39
Overlays: NONE
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2019-09-30(A) Jeff B vs David Murray Russian win6.75 hrsI lucked out on my pre-game OBA by destroying the roadblock. Led by an aggressive AFV/rider charge, I made it well into the Japanese setup area unmolested, due to the fact that the initial resistance was largely dummies. I parked in front of my first gun, the 37L, and scared the crew away the first turn. Turn 2 saw me lose my first FT on a pesky HS, otherwise the Russian train just kept rolling. It was getting to the point though where I would have to send some troops up into the hills to make sure he didn't send what could be a HMG around to the back of my line overlooking the road. It ended up being a ruse (a mortar), but this little side battle was very interesting the rest of the game. Turn 3 was a bit of a setback for me, as both ISUs were immobilized by the 47L just as they crossed the bridge. The 37L had been captured and destroyed, and one of the HMGs malf'd (later to be permanently removed). I knew where the last gun was (way in the back in a PB surrounded by wire), but I had yet to determine the whereabouts of the last HMG. Turn 4 saw the 47L captured and destroyed, and just the first Russian casualty (a 4-4-7 berserker forced to charge headlong to destruction). I felt unstoppable. But then Turn 5 came. I discovered the last HMG, only to see almost a complete stack of 6-2-8s go down to a RoF tear (one HS survived). Worse yet was the pile of SWs they left behind for the Japanese leader and crew to share (2 DCs and a FT). Thankfully they only had so many hands. I only had 3 Turns left, and still had to get past the HMG crew, the captured FT, the howitzer, and the wire. Things started out well when a T-34 was able to clear the wire in front of the PB, but a careless move by me in front of the gun led to yet another nearly complete stack of men lost (including my 9-2). Thankfully the captured FT ran out of fuel before it could do any damage to me. If Turns 5 and 6 were bad for me, Turn 7 went perfectly. I was able to take out the last HMG crew, and get a squad in position to get a squad into CC with the last gun crew (who had malf'd their gun with IF). With a complete turn to go and a T-34 parked in front of the PB the Japanese surrendered. Great fun, but I don't think I would've had enough time had I not got lucky clearing the roadblock and the wire.
2015-09-13(D) Jason Wert vs Gabe Wert Japanese winHard fought game with the Russians getting a late turn CH to make it close. They missed CC opportunity for the win, allowing the IJA to hold on.
2015-09-13(A) Gabe Wert vs Jason Wert Japanese win
View all or balance report
ActionDate
Hutch Modified the Defender's Guns2021-01-12 17:31:53
Hutch Modified the unit counts2021-01-12 17:31:52
Hutch Set the designer field2020-09-21 21:37:49
hoxson1 Modified the Defender's Guns2020-03-18 02:50:10
hoxson1 Modified the unit counts2020-03-18 02:50:09
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(sov-jap new.png)Imagehoxson11023
The ISU-122 was used as a powerful assault gun, a self-propelled howitzer, and a long-range tank destroyer (isu-122.png)Imagehoxson11096
(sp30map.png)Map Imagehoxson11144
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The ISU-122 was used as a powerful assault gun, a self-propelled howitzer, and a long-range tank destroyer
 
Statistics:
Avg Rating: 6.33Votes: 3
Views: 5020
To-Play list count: 1
Estimated Play time: 8.4 hours
Recorded Games: 2
Archive recorded plays:
Russian1
Japanese1
Drawn:0

ROAR Data: (as of today)
Evicting Yamagishi
[Log in to Confirm or Edit]
[A] Russian 7
[D] Japanese 10
All Rights Reserved. (c)2022 Dave Ramsey.