Its the top of the 6th on the first date. I am the Japanese, Scott Cochran the Marines. This one is a blast! This is a continuation of a previous post.
The red Beach I landing force is shattered. Roughly 2 squads remain of the first wave (2 inf coys?), maybe 4 from the turn 3 wave (inf/HW Coys). Most of the turn 5 wave (Lgt tanks/Eng?) remains because it is shrouded in the smoke from the wrecks of the previous 2 waves. The survivors, in amtracs along with some light tanks, are headed for the Red 2 landing area.
The Red II landing force is in better shape. It appears 3 infantry coys, engineers, HW coy and Shermans have come in so far here. The first wave took significant casualties but a few stragglers are still in the water wading to shore while a few are on the beach. Much of the turn 3 and 5 waves are clustered around the pier which I will discuss in Red III. 5 of the Shermans have gone down to a 120L shooting from over on Red 1.
The Red III area is in pretty good shape for the Marine. 3 infantry coys, engineers, HW and Shermans have come on so far here. 4 of these shermans went down or were immobilized on AB mines on the tets. Most of this force is clustered around the pier. The Marines control all of the pier, about 5 beach hexes and about 8 hinterland hexes at the base of the pier.
The Marine's are on in force around the base of the pier in spite of suffering in excess of about 325 CVP so far. Key factors in accomplishing this were use of all bombardments on Red 2 and Red 3 landing areas around the pier and the appearance of wind on turn three. With all the burning amtracs there is lots of cover in the water. Rubbling 3 of the pier hexes has also helped a lot in this regard. In hind sight I should have set up stronger at the base of the pier (although I had a fair force plus wire and tets). I thought I had enough in this area but the rubbled pier which blocked my LOS was a huge problem in terms of interdicting his forces.
Lesson 1 for me: Count on the Pier being rubbled and plan accordingly
I doubt any Marines will be on the Beak at date 1 end. I mean none. I am not sure what the impact of this will be later in the game but I think it will be beneficial to me. It definitely eliminates Green as a landing option. Red I is also out until the Marines can gain the top of the breast which is where I have a major nut. My hope is that this will hold until at least very late in the 2nd am CG scenario.
Due to the significant Marine lodgement around the base of the pier I smoked it. I had my mtrs set up back in over watch positions with this in mind. On turn 5 he was really starting to chew me up so I just smoked the entire landing area. This should drastically reduce the effectiveness of his prep fire (and that can hurt with all his -2 and -3 leaders). Obviously, I will not be able to shoot effectively at his forces but 4 and 8 fp attacks against his 24 and 30 FP were not going to win the game for me anyway. I have begun to slowly withdraw around the beachhead, but will counterattack where the opportunity presents itself. I will employ smoke again as the need, and/or opportunity arises. I'm in for the long haul, and hopefully, the mutually supporting nuts I have prepared can hold out long enough....
This page last updated 4/26/00
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