We played a game of A
Sergeant’s War on Saturday at Stronghold Games in McAllen, TX. The scenario was based on the American 32nd
Infantry Division’s operations on New Guinea in November/December 1942, when
they fought against well entrenched Japanese forces. The game was hard fought, with sharp Japanese
counter attacks, heavy fire from MG bunkers, and point blank shots from US
Stuart tanks. Pictures below, mixed in
with a description of the game after.
Here is a link to my blog, where I have included a full order of battle,
notes, and a map.
The Americans, with two understrength infantry platoons, a
pair of M3 Stuarts, and a battery of offboard light mortars, had to force a
crossing of a jungle creek. The
Japanese, with three MG bunkers, a 37mm gun bunker, several units of infantry,
and some offboard arty, were to stop them.
The Americans advanced across a broad front and throughout
the game shifted the Stuarts from flank to flank to reinforce infantry units
who got bogged down against Japanese defenses.
First contact occurred on the Japanese left, where an LMG bunker and
artillery observer directed fire against the US center and supporting riflemen
fought Americans coming up the flank. On
the Japanese right flank, the US infantry advanced head first into a kill zone created
by two MG bunkers and the 37mm gun. US
infantry suffered heavy casualties here and Stuart was first forced back by
massed HMG fire, and then again by the gun.
Late in the game, the Americans broke through the Japanese
left flank and endured several counter attacks.
A squad of GIs also pushed up through the middle of the board,
encountering a section of Japanese riflemen and an LMG who stoutly defended a
line of spiderholes. The Americans and
Japanese, neither strong enough to defeat the other, were stuck in a three-turn
short ranged fire fight, suffering few casualties but unable to move
anywhere. The Americans brought up a
Stuart and a .30 cal LMG to provide support, and this sufficiently pinned down
the Japanese for the infantry to force the Japanese out with grenades and the bayonet.
With their left flank and center crumbled, the Japanese
player (me!) called for a general retreat. Casualties were high for both sides. US losses included 15 infantry (with several
leaders) out of 54. Japanese losses were
13 out of 26. Most US casualties were
suffered before the Americans really got stuck in—losing troops at a distance
to ranged fire. Most Japanese losses
occurred when the Americans were in close and pounded the Japanese with
superior firepower and infantry assaults.
Thanks for looking! I
plan to run a modified version of this game at Millenium Con in Round Rock, TX,
in November.
NEW GUINEA, 1942
US Objective:
You must take and hold a crossing
point on the stream and establish a bridgehead on the other side.
Terrain:
Areas of brush, trees, and high
grass are Cover (-1) and Difficult Terrain. Vehicles must take a Bog Check. Maximum LOS in
the areas is 6”.
The stream is Very Difficult Terrain and impassable to
vehicles, except at Fords, which are difficult
terrain.
Forces:
All are Quality 4, Morale 4.
Your force represents two
platoons of infantry, understrength from earlier combat and jungle diseases,
with armored support. They enter on turn 1 from the south table edge.
4x Leaders
2x Radiomen
5x BAR sections (4 men each,
Firepower 2+1 )
5x Rifle sections (5 men each,
Firepower 1+1)
1x .30 cal LMG team (3 men,
Firepower 3)
2x M3A3 Stuart tanks (see below)
Fire
Support:
Light artillery: Strength 4,
Radius 3”, 5 missions HE/smoke
Each
rifle section carries enough satchel charges for one firefight.
M3A3 Light Tank “Stuart”
Type
|
AT
|
Armor F/S
|
Speed
|
HE/MG
|
Other
|
M3A3 Stuart
|
2
|
2/0
|
20/Trkd
|
1 / 2
|
Cupola MG?
|
Japanese Objective:
You must hold the creek and
prevent an American crossing.
Terrain:
Areas of brush, trees, and high
grass are Cover (-1) and Difficult Terrain. Vehicles must take a Bog Check. Maximum LOS in
the areas is 6”.
The stream is Very Difficult Terrain and impassable to
vehicles, except at Fords, which are difficult
terrain.
Concealment and Fortifications
All of your troops begin the game
Well Concealed. Use a map or dummy
counters.
You have 4 bunkers for use by
LMGs, HMGs, or ATGs. One bunker also counts as having wired communications and may call for artillery fire.
Your remaining forces may deploy
in Hard Cover (slit
trenches/foxholes). You may also deploy
2 back up entrenched positions, each big enough for 5 troops.
Each bunker has a 90 degree arc of fire and can only be engaged if the enemy can draw an LOS to the firing slit (or are in a fire fight with the bunker). All bunkers have a secondary position within 2" of the bunker, that counts as hard cover but not a bunker. The occupants of the bunker may move into the secondary position.
Forces:
All are Quality 4, Morale 3.
Your force represents a platoon of
infantry, understrength from jungle diseases, with some fire support. It may deploy anywhere north of the dotted red line.
2x Leaders
3x Rifle sections (4 men each,
Firepower 1)
3x
Grenade discharger teams (2 men each, Firepower 1; either attach out to rifle
sections or, if massed together, count as firepower 4 and may fire smoke)
2x LMG teams (2 men each,
Firepower 2; firepower 3 if in a bunker)
1x HMG team (3 men, Firepower 5;
firepower 6 if in a bunker)
1x Type 94 37mm gun (4 crew) (see below; must be in a bunker)
If a leader is present, a rifle section need
not test morale to try and assault an American tank.
Fire
Support:
Light artillery: Strength 4,
Radius 3”, 5 missions HE/smoke. Against targets
within 12” of the creek, +1 accuracy.
Type 94 gun
Type
|
AT
|
Armor F/S
|
Speed
|
HE/MG
|
Other
|
Type 94 37mm
|
1
|
-
|
-
|
1
|
|
The table is 4'x4', assuming 15mm or 20 miniatures. The grey squares indicate fords. |
A great looking game on an awesome terrain...beautiful!
ReplyDeleteThanks, Phil! A buddy of mine has provided me more jungle terrain, so it's going to look much better at Millennium Con next week.
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