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Charge You Bastards! CBI (id:#62579)
(View From the Trenches # 67 ID: Vx10.05)   [next]   [previous]
Pagoda Hill, Hemu, Burma 1944-03-14 (3 others)
RPT30: Knocking on the Front Door (Rally Point # 3)
GJ034: Mule Skinner (Grumble Jones)
SP249: Non-Stop Gurkhas (Schwerpunkt #21)
Designer: Shaun Carter and Charles Markuss
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseBritish/Gurkha
0%

Overview:

As part of Operation THURSDAY, the Chindits of 77th Brigade were airlifted deep into Japanese held territory in Burma to set up a stronghold, i.e. garrison of troops in defendable terrain which could then be used to interdict Japanese lines of supply. One such block was to be created near Hemu. As British troops advanced from their landing strip they made contact with Japanese troops on Pagoda Hill, a dominant terrain feature on the outskirts of their perimeter. Calvert, the brigade commander, realized that they must be dislodged. Seeing that the Japanese troops were not entrenched, Calvert ordered his men, "Charge you bastards, Charge!" What followed was a bloody hand to hand melee. . .
Attacker: Japanese (3rd Battalion, 114th Infantry Regiment, 15th Infantry Division)
Defender: British/Gurkha (1st Battalion, South Staffordshire Regiment and 3/6th Battalion, Gurkha Rifles)  
6 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:11.0 D:15.0
AFVs: A:0
AFVs: D:0
Guns: A:0
Type 89 Heavy Grenade-Launcher
D:1
OML 3-in. Mortar

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: D: Bayonet charge option (human wave rules). A: may do Banzai charge only if D does Bayonet Charge
Map Board(s):
36 Show/hide map dependencies
PublicationBoard
ASL 13 - Rising Sun36
ASL 13 - Rising Sun (2021)36
ASL 8 - Code of Bushido36
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-01-31(D) Dan Best vs Kermit Mullins British/Gurkha win1 hrsFirst to play and post.
2025-01-31(A) Kermit Mullins vs Dan Best British/Gurkha win1 hrsWell this scenario can be fun I think, but the dice were skewed. The British dice were very hot and the Japanese dice ended up being stone cold at the end. The Japanese banzai charged Hill 507 and managed to take it and capture the British MMG, but lost 6 squad for the effort. British reinforcements came on and charged and the Japanese rolled three 11's, broke all the machine guns and did nothing as the British walked up and annihilated them. The 10-3 with 3 x 4-5-8's was an unstoppable unit. I've never encountered before in ASL, but with 11 Morale for the 10-3, there were impervious to anything less than a 2 MC check. And I course didn't roll such a thing. Honestly, the 10-3 is too much and the 9 x Ghurka squads at the end is also too much. Otherwise a fun scenario.
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ActionDate
Hutch Modified the overview2025-02-01 03:02:48
grumblejones Added a playing2025-02-01 00:48:40
Danno Added a playing2025-02-01 00:44:00
hoxson1 Modified the misc. rules2017-02-15 15:28:30
hoxson1 Uploaded the Board image2017-02-15 15:26:25
FileDescriptionUserViews
(jap-britgurk.png)Imagehoxson11057
(charge u bastards map - no streams or marsh level 2 hills LJ.png)Map Imagehoxson11078
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Statistics:
Avg Rating: 7.50Votes: 2
Views: 2963
To-Play list count: 0
Estimated Play time: 3.7 hours
Recorded Games: 1
Archive recorded plays:
Japanese0
British/Gurkha1
Drawn:0

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