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Cibik's Ridge PTO (id:#65576)
(ASL 13 - Rising Sun (2021) ID: 67)   [next]   [previous]
See Also: Cibik's Ridge by Avalon Hill Cibik's Ridge by Multi-Man Publishing
Bougainville, Solomon Islands 1943-11-22 (14 others)
67: Cibik's Ridge (ASL 9 - Gung Ho!)
BRT03: Ryan's Orphans (HASL 5 - Blood Reef: Tarawa)
BRT05: Hell Wouldn't Have It (HASL 5 - Blood Reef: Tarawa)
BRT07: Didn't Have to Be There (HASL 5 - Blood Reef: Tarawa)
J84: Makin Taken (ASL Journal # 5)
LN2-7: "Forlorn Hope" (Leatherneck 2)
BR 2: Damn Army (Blood Reef Tarawa)
BR 7: Hell Wouldn't Have It (Blood Reef Tarawa)
BFP-49: Just a Drive Along the Beach (BFP 3: Blood and Jungle)
67: Cibik's Ridge (ASL 13 - Rising Sun)
BETIO #5: Killing Ground (Tarawa: Red Beach - Blood Tide)
BETIO #6: Newsmakers (Tarawa: Red Beach - Blood Tide)
BETIO #8: Bonnyman's Forlorn Hope (Tarawa: Red Beach - Blood Tide)
FT297: “Black Beach Rendezvous” (From The Cellar Pack #10)
Designer: Brian Martuzas and Bob McNamara
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseAmerican (USMC)
100%

Overview:

As elements of the 3rd Marine Division pushed eastward to expand its beachhead on Bouganville, 1st Lt. Steve Cibik’s reinforced platoon was ordered to occupy a small knoll with a commanding view of Empress Augusta Bay. Shortly after arriving, the Marines routed a group of approaching Japanese, and at noon repulsed an organized attack. Cibik requested reinforcements which later arrived in the form of a 60mm mortar section. The Marines spent a quiet but nervous night. The next morning, however, things changed.
Attacker: Japanese (23rd Infantry Regiment, 6th Infantry Division)
Defender: American (USMC) (Company F, 3rd Marine Regiment)  
8 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:13.0 D:6.5
AFVs: A:0
AFVs: D:0
Guns: A:0
Type 89 Heavy Grenade-Launcher x 2
D:0
M2 60mm Mortar x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO Terrain (G.1), DJ (G2.2) Exc: Overlay 2: LJ (G2.1), D: BS (C6.4)
Map Board(s):
34 Show/hide map dependencies
PublicationBoard
ASL 13 - Rising Sun34
ASL 13 - Rising Sun (2021)34
ASL 8 - Code of Bushido34
Overlays: 2
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2023-08-15(A) Rob Schmitt vs Mitchell Davis Japanese winI was Japanese attacker vs American defender. The opening turn was pretty bad as the American MG bore sight hexes were devastating - taking our multiple squads and half squads. The jungle fighting was close and CC were constant. With all Close Combat being Hand to Hand we killed each other off regularly. The CVP for the Japanese hit 16 (22 would have been an American win). When advancing up the ridge against his final line of Half Squads with MGs my Morale checks were good and his went badly. As he was down to 1 HS and the reinforcements, he conceded. Very bloody game.
2023-01-06(D) Jack Wilson vs Ken Walsh Japanese winTense scenario. Typical close-quarters jungle fighting. Lots of PBF, HIP, and concealed units. Holding onto at least 5 of the VC hexes for 8 turns is a challenge for the Americans. In our after-action debrief, we both agreed I should have put up more of a fight in the dense jungle before the Japanese reached the key hill.

Still, the game came down to one last key CC. If I could have eliminated the 3CVP in the hex, I would have won. Unfortunately, I lost the Ambush dr, and then he was able to wipe out half my attacking force on his subsequent attack. Even then, I was one low roll away from victory. Alas, the dice were unkind.

One of the many challenges for the Americans is finding a useful position for the 2 LtMtrs. With their high ROF and the potential for tree bursts, they could be quite effective. The problem is they must have at least a 3-hex range and getting more than a one-hex LOS in the jungle is pretty doubtful. Thus they quickly become useless once the Japanese close in. I set them up with a designated spotter, but once he was flushed they became useless baggage and I abandoned them.

A great scenario for learning some of the PTO rules without a lot of the rules overhead PTO can burden the new player with.

If I were to play it again, I would make a stand along the level one hill hexes. Don't be afraid of CC even HtH, as it also gives the Americans a chance to rack up CVP.
View all or balance report
ActionDate
Hutch Modified the unit counts2025-03-11 10:15:04
Hutch Modified the Defender's Guns2025-03-11 10:15:04
von Garvin Modified the gps location2023-11-22 17:48:13
Robert7721 Added a playing2023-08-16 02:24:08
Ireneusz Rated the scenario2023-02-03 22:18:26
FileDescriptionUserViews
(cib pic tint.png)Imagehoxson1631
(cibik display.png)Imagehoxson1653
(jap-usmc.png)Imagehoxson1636
(cibik map.png)Map Imagehoxson1693
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Statistics:
Avg Rating: 7.33Votes: 3
Views: 0
To-Play list count: 0
Estimated Play time: 3.6 hours
Recorded Games: 2
Archive recorded plays:
Japanese2
American (USMC)0
Drawn:0

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