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The Eastern Gate CBI (id:#61891)
(ASL 13 - Rising Sun ID: 63)   [next]   [previous]
Prior Publication: ASL 8 - Code of Bushido
See Also: The Eastern Gate by Avalon Hill The Eastern Gate by Multi-Man Publishing
11 miles northeast of Maungdaw, Burma 1944-02-07 (3 others)
63: The Eastern Gate (ASL 8 - Code of Bushido)
RPT80: Hot Boxing (Rally Point # 8)
63: The Eastern Gate (ASL 13 - Rising Sun (2021))
Designer: Brian Martuzas and Bob McNamara
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseGurkha
66.666666666667%

Overview:

In a series of concentric flanking movements, the Japanese 55th Infantry Division's Operation HA-GO enveloped the forward divisions of the XV Indian Corps, cutting their supplies and communications. Instead of being told to retreat, however, the Indians were ordered to concentrate and hold until relief forces could break through. In the meantime they would be supplied by air. As part of this plan, a defensive "box" was formed around the 7th Indian Division's Administration Area at the eastern exit of the important Ngakyedauk (aka "Okeydoke'') Pass. Dubbed the "Admin Box,'' the position comprised a fairly flat open area roughly a mile square, almost entirely surrounded by rugged, jungle-covered hills. As units pulled back into the Box they were diverted to various sectors of the perimeter, much of which was still unmanned due to a lack of sufficient troops. In one such instance, two Gurkha companies of the 89th Indian Infantry Brigade were ordered to occupy the area known as the "Eastern Gate" and the dominating height of Point 315 to its northeast. The Gurkhas duly set out, but before reaching Point 315 ran head-on into advancing Japanese troops.
Attacker: Japanese (112th Infantry Regiment)
Defender: Gurkha (4/8th Gurkha Rifles, 7th Infantry Division)  
10 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:24.0 D:19.0
AFVs: A:0
Horse x 2

AFVs: D:0
Guns: A:2
Type 92 70mm INF Gun x 2
Type 89 Heavy Grenade-Launcher x 6
D:0
OML 2-in. Mortar x 4

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO (G1), DJ (G2.2). Both sides enter in Columns. A: Guns AP (G10) D: -1 CC DRM in H-t-H CC
Map Board(s):
34 37 35 36 Show/hide map dependencies
PublicationBoard
ASL 13 - Rising Sun34
ASL 13 - Rising Sun35
ASL 13 - Rising Sun36
ASL 13 - Rising Sun37
ASL 13 - Rising Sun (2021)34
ASL 13 - Rising Sun (2021)35
ASL 13 - Rising Sun (2021)36
ASL 13 - Rising Sun (2021)37
ASL 8 - Code of Bushido34
ASL 8 - Code of Bushido35
ASL 8 - Code of Bushido36
ASL 8 - Code of Bushido37
Overlays: 2 G2 G5
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2020-08-18(A) Paul Works vs Dan Best Japanese winThe instant-win VC where the Gurkhas do not reach hex-row G on Board 37 could only happen if the Japanese make a dangerous, hard push with their onboard column AND the Gurkhas gack their initial entry and moves. Likely the Japanese column would be heavily attrited in the attempt. I moved my onboard Japanese to attempt to slow Dan's Gurkhas down along the line of the path (printed road) toward the hill on Board 36 until my other columns could arrive. Following their avoidance of an instant loss, the Gurkhas have a choice. In our game, Dan attempted to press on toward the hill to try to make it difficult for me as the Japanese to inflict the required number of CVP. In our game, Dan's Gurkhas ran up against a couple nasty positions (in one position, my Japanese 9-1 became heroic - THAT does not happen often...) and his main effort was repulsed. During our post-game discussion, Dan and I realized the Gurkhas - after avoiding the instant-loss VC - could simply pull back into the area of their entry and set up mutually supporting fire-lanes and cross-fires. This move would force the Japanese to attack the Gurkhas; additionally, at least one Japanese column will not reach the Gurkhas until late in the game. Although the 12 CVP requirement is certainly still obtainable for the Japanese, it will cost them many casualties - and probably force them to banzai. If I were to play this as the Gurkhas, I would attempt this defense. On an interesting note, it does offer the use of Animal Pack guns; however, in our game it ended before I could get them unpacked.
2017-11-09(D) Jeff B vs Andreas Reimer Gurkha win8 hrsThe early-ending VC has got to be one of the silliest I've ever seen, as no Gurkha officer worth his stripes would ever let this happen. For that matter this should be 7.5 turns long, with the Japanese setting up on Board 35, and the Gurkha column entering into their LOS their Turn 1. Because any other Japanese positioning is most likely bound to end in a loss for them. They simply cannot let the Gurkhas make it to the hill before they do, or it will simply become one of those tedious fighting withdrawal PTO scenarios with bodies to block the way. I could easily see this being the highly enjoyable clash and race to the hills it was meant to be, though probably slightly difficult for the Gurkhas.
2016-09-28(D) Will Willow vs Fred Schwarz Japanese winFTF
2012-04-27(A) Martí Cabré vs Txema Mainez Gurkha win
2011-12-20(A) Martí Cabré vs Txema Mainez Gurkha win
View all or balance report
ActionDate
Hutch Modified the overview2025-02-07 12:30:37
Hutch Modified the gps location2025-02-07 12:24:16
Hutch Modified the gps location2025-02-07 12:06:26
Hutch Modified the unit counts2024-09-03 12:42:10
Hutch Modified the Attacker's Guns2024-09-03 12:42:10
FileDescriptionUserViews
(gurkha burma stream.png)Imagehoxson11157
(jap-gurk sm.png)Imagehoxson11090
(Map ASL 63 The eastern gate.png)Map Imageesparver731282
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Statistics:
Avg Rating: 5.83Votes: 6
Views: 5128
To-Play list count: 0
Estimated Play time: 10.4 hours
Recorded Games: 3
Archive recorded plays:
Japanese2
Gurkha1
Drawn:0

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