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Breakin' Into the Slammer PTO (id:#65860)
(HASL 11 - Sword & Fire: Manila ID: SF07)   [next]   [previous]
Manila, Luzon, Philippines 1945-02-18 (9 others)
HS22: Goch Ya (HSASL 2 - Operation Veritable)
HS23: Tussle at Thomashof (HSASL 2 - Operation Veritable)
DASL A12: Tussle at Thomashof (AH:ASL Annual `93b)
CB 3: Chasse A L'Ours (tr: Bear Hunt) (Casus Belli hors-série # 13)
DB035: A Hotly Contested Crossroads (Dispatches from the Bunker #16)
: On the Goch-Calcor Road (Gamex `91)
OB13: A Hotly Contested Crossroads (Out of the Bunker)
ESG113: "Badmash" in Oyin (Dezign Pak 10)
CtR-13: The Infernal Machine (Corregidor: The Rock)
Designer: David Roth
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanJapanese
40%

Overview:

The new Police Station was built near the intersection of Isaac Peral and San Marcelino Streets, a few blocks northeast of the Philippine Hospital. Two stories tall and made of reinforced concrete and steel, it was fortified inside and out with sandbags, wire and several bunkers covering the main approaches. Just to the east sat the Shoe Fatory. North of the factory was the Manila Club and the Santa Theresa College. To assault any one position would bring the attackers under fire from all four locations: a true "hornet's nest." The men of the129th Infantry Regiment first tried to take this area on the 13th without success. 155mm artillery fire seemed to have minimal effect on the Police Station. Another attack on the morning of the 14th supported by tanks was also repulsed. Just before first light on the 18th, the 145th Regiment replaced the battered 126th and would take their turn at this fortress of Japanese resistance.
Attacker: American (1st Battalion, 145th Infantry Regiment and Division Cannon Company, 37th Infantry Division with Company A, 754th Tank Battalion)
Defender: Japanese (5th Naval Battalion)  
9.5 turns
    Players: 2     OBA: American     Night: No
Unit Counts:
Squads: A:21.0 D:22.0
AFVs: A:9
M4A1 x 3
M18 GMC
M7 HMC x 2
M4A1 MC
M3 ht x 2
2 1/2-Ton x 2
Jeep

AFVs: D:4
Type 1 HO-KI x 3
M3A1 SC(a)
Type 95 Tr x 2

Guns: A:0
M2 60mm Mortar x 2
D:2
Type 98 High-Angle Machine Cannon x 2
Type 89 Heavy Grenade-Launcher x 4
Type 97 20mm Automatic Gun

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: A: Sappers (B28.8), D: Fortified Bldgs (B23.9), Fanatic (A10.8)
Map Board(s):
MMP: SF4 MMP: SF6 Show/hide map dependencies
PublicationBoard
HASL 11 - Sword & Fire: ManilaMMP: SF4
HASL 11 - Sword & Fire: ManilaMMP: SF6
Overlays: NONE
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2024-06-30(D) Ron Garcia vs Darryl M. Japanese winDecent scenario. Don't bother defending 4G49 and 4G54 if playing as the Japanese. Just pack most of your forces into the Police Station. That's what I did, and it was very difficult for the Americans to make any headway. I picked some likely canister locations to put the AT Mines, and lucked out (needed a 1) and immobilized a priest and the MTR halftrack. The smoke Fire Mission helped me more than the Americans since they got shrouded in the resulting smoke. A BUNCH of skulking kept my forces concealed most of the game. Sound strategy, but not very exciting. In the end, the Americans got close to the building, but couldn't get a coordinated attack going to gain a foothold.

Be prepared for toppling stacks when playing this one. Cellar, Fortified, Fanatic Strongpoint, 1st level, and Rooftop counters, PLUS, concealed units with leaders and weapons stacked like a Dagwood sandwich in a small confined place makes moving pieces extremely difficult. Once one stack falls from the constant shuffling, it's like a domino effect. Kind of a pain to play face-to-face because of it.
2023-08-24(A) neal ekengren vs Japanese winSolo with boards. Large scenario with lots going on should take a while to play. Japs are really dug in with lots of options for defensive setup. I predict Jap win but since so much HIP and options makes solo more difficult. Mid game reinforcements for both sides. This looks fun to me so I'll play this against a real opponent. File showing my setup.
2022-09-29(D) Jeff B vs John Fedoriw Japanese win9.25 hrsI didn't put a single body in either of the two forward buildings. Instead I setup two PBs to lay FLs down the two allowed streets the Americans would be approaching the station from, the guns to protect them from marauding infantry, the other two PBs flanking the station on the north and south, and a small outlying force to the north to slow down that approach. The rest of my troops were jam packed into the station. This made for an exceedingly boring game of shuffling skulk city. My northern force proved inept, with a HIP crew breaking his MMG on the first shot, then rolling boxcars during FPF. The next stage of my northern defense fared no better as the Americans swept through them easily. Meanwhile the American force closed in on the station, with tanks clearing the path by wiping out two wire counters. The next turn they dipped their toes into a head-on assault, only to find that the entire front of the building was mined, and a Sherman was fried by a THH. The Japanese were desperate for their reinforcements, and thankfully there was one rubble hex not yet on fire they could run through in their approach from the west. They would have to survive a stack move vs. the mortar HT however, but did so easily. One of the guns came on board to knock out a Priest, and a Sherman bogged trying to remove yet more wire. Turn 6 saw their HT recalled and the Americans nearly complete their sweep of the north, just in time to pave the way for their Turn 7 reinforcements, but they would be too little too late. With nearly every location of the station still packed with concealed fanatic defenders, the Americans decided to call it a day. A much more boring game of Commissar's House.
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ActionDate
Hutch Removed a map2025-02-13 12:18:48
Hutch Modified the maps2025-02-13 12:18:10
Hutch Modified the gps location2025-02-13 01:40:58
Hutch Modified the maps2025-02-13 00:54:13
Hutch Modified the gps location2025-02-12 17:33:18
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SF7 Setup (SF7.jpg)After Action Reportnekengren468
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Statistics:
Avg Rating: 6.20Votes: 5
Views: 0
To-Play list count: 0
Estimated Play time: 15.3 hours
Recorded Games: 3
Archive recorded plays:
American0
Japanese3
Drawn:0

ROAR Data: (as of today)
Breakin' Into the Slammer
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[A] Japanese 2
[D] American 0
All Rights Reserved. (c)2022 Dave Ramsey.