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Buckley's Block PTO (id:#62916)
(ASL Journal #12 ID:J189)
Designer: Darrell Anderson
Starter kit scenario?:    Deluxe scenario?:
JapaneseAmerican (USMC)
Attacker: Japanese (141st Infantry Regiment, 51st Division)
Defender: American (USMC) (Weapons Company, 7th Marine Regiment, 1st Marine Division)  
Turns: 6     Players: 2     OBA: None     Night: No
Cape Gloucester, New Britain 1944-01-13
Unit Counts:
Squads: A:12.0 D:6.0
AFVs: A:0 D:1
M3 GMC x 1

Guns: A:0
Type 89 Heavy Grenade-Launcher x 2
M3A1 37mm x 1
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO, Wet EC, Mud, Falling Rain. No Quarter
Map Board(s): 7 37
Overlays: NONE
Errata (source)
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Scenario Comments
Latest Updates:
mtrodgers99 Added a playing2018-09-08 14:04:44
sdedier Added a playing2018-04-29 11:57:23
CTKnudsen Added a playing2018-02-19 14:44:30
RJenulis Added a playing2018-02-11 23:23:42
CTKnudsen Rated the scenario2018-01-04 19:33:05
Last Played:
2018-04-28(D) Stephen dedier vs Shipley, Eric American (USMC) winThis is a pretty quick playing scenario. Neither of us have played much PTO so we were doing a lot of rule consulting as we went thought but I feel like we got most things right and enjoyed it a lot. My marines spread the defense and conducted a fighting withdrawal pretty well. My HMG malfed on turn 1 and then the manning squad went berserk and dropped the gun charging to their demise. I was able to recover the gun, repair it and use it in fallback. Fighting against the Japanese is relentless. You keep trying to hammer on them and keep them from getting into CC with you or at least getting into CC with limited numbers. I was very lucky in that 2 times I won the ambush and was able to withdraw from the CC preserving my units. The terrain is a real enemy of both sides. Japanese just can't move very fast but USMC get very few down X shots at them. My opponent managed to maneuver so that my 37mm played no part in the battle (of course it was HIP) but the GMC did take it's toll on some infantry with the MG and 75 before I malfed the 75 and disabled the AAMG. It came down to the last turn with my 3 squads trying to cover the exits and the Japanese trying to get off. Japanese just didn't quite make it with around 17 VP. I think the Japanese need to Banzai at least once to try and cover the ground and just see if they can take the casualties and possibly overrun the marines. Although it doesn't seem far, the mud and jungle really limit the distance you can move.
2018-02-11(A) Richard Jenulis vs Rob Wirthlin American (USMC) winNWASL Championship 2018 - Rolled 2 x 12 on rally attempts giving Rob 2 points. Rob was able to exit final HS off board for 20 points and win.
2017-12-01(A) Michael Rodgers vs Mike Puccio Japanese winI won on the last turn by CVP and EVP.
2017-11-04(D) X von Marwitz vs Lars-Peder Jensen Japanese winFeeling that the alternative scenarios for this round were somewhat precarious for their balance (SP263 Snova Snare and ESG#21 Dying to Kill), we played J189 Buckley's Block with me defending as the Marines. With Rain falling and Mud in effect, this scenario reflects some of the misery that soldiers fighting in PTO had to endure. A Japanese force of 12 squads, 7 of them Elite and well equipped with SW need to push 6 Marine squads out of the way that are supported by a 37mm ATG and an M3 GMC 75mm Gun-halftrack. CVP are gained either by killing Marines or exiting the board. The problem for the Marines in this one is that they must not let the Japanese get close and personal because they cannot trade squads one on one with the attackers. As the terrain has a lot of Kunai between the Jungle, the Marines need to carefully consider their setup to inhibit the movement of the Japanese as much as possible. My plan was to appear strongest on the southern side of board 37 to lure the Japanese to attacking into the teeth of my defence closer to the sea. Whether by my malicious subterfuge or his own volition, the Japanese schwerpunkt of the attack came where I wanted it. The first two Japanese movement phases were mainly taken up with approach and some feeling out my defences. I was holding back most of my fire where possible, redeployed a bit in the south and kept the scouts at bay with a FL. I believe it was the Japanese Turn 3 when the fighting began in earnest. I had all MGs and 4 squads on my northern flank and was getting the lead out foiling most Japanese approach attempts. In the return fire, one of my Marine squads with MMG broke, though. This is when things become difficult for the Marines: With only 6 squads, not all of which will be found on one flank, the breaking of any one of them will be sorely felt – especially if it carries one of the MGs. Falling back to a spot where they can find enough time to rally before the Japanese close in to re-DM them is not easy. It became apparent, that the Japanese would attempt to break through in the North close to the river. Despite my left southern flank was significantly weaker and there were some Japanese lurking there, my M3 GMC Gun-ht and the ATG could hold them in check. What some players may overlook but what makes a huge difference in this scenario -per US Multi Applicable Ordnance Note C: „Printed canister Depletion numbers are increased by three for use in the PTO unless the superscript "P" is present to indicate that canister is available only in the PTO; e.g., "C7" becomes "C10" when used in the PTO, but "C7P" is used as "C7" and only in the PTO.“ Furthermore, Marines are an Elite formation upping Special Ammo by one. This means the ATG has a Canister depletion number of 11. Or in other words unlimited Canister unless the Gun breaks. With no TH roll required to potentially apply 12 FP into three hexes in one shot and the capability to keep ROF, this seemingly little 37mm AT-Gun is in reality a deadly killer in this scenario. My Marines fell back parallel to the Japanese to take up positions infesting the exit area with Fire Lane opportunities and at the same time threatening to do the same in the direction of the advancing Japanese behind the Marines. I had also in mind, chancing Bog in the Mud conditions, to fall back with the Gun-ht and have it thrash into the Jungle to gain LOS over the exit area towards the river. Good to note: If its crew Abandons the halftrack, it can remove the AAMG as a dm .50 Cal heavy MG. Might require some time to get it out and assemble it, to pass it on to another unit and for the crew maybe even to re-occupy the ht, but it is worth to keep in mind. Unfortunately, we were running short of time to get the scenario finished before the deadline. Though my position might have been a bit favorable with regard to the outcome, we decided to avoid having the scenario judged and rolled for it. The lower dr would win, a tie would result in a draw. The outcome was a Japanese win and a loss for me. A good PTO scenario that we both found entertaining and exciting.
2017-10-24(A) Jason Wert vs Jeremy Busby American (USMC) winReally great game with Jeremy. Conducted a few banzais as the IJA but was able to make good headway across the board as the USMC steadily readjusted to our overload near the ocean edge. In the end managed 15 VP, but couldnt get a few off due to intense residual by USMC from jungle firebase. Great scenario
2017-10-13(A) Christian Knudsen vs Neil Andrews Japanese winThis was a fun one, with lots of banzai, some exciting TH-Heroism, and so on. I do think, however, that the US should be given the balance on this one, as the Japanese won both our playings, even after I attacked right where Neil thought I would. The Amis need one more squad to offset the Japanese ability to pile down one side or the other.
2017-09-29(D) Christian Knudsen vs Neil Andrews Japanese winSee my playing above - this one is fun, but I think the Americans need the balance.
2017-07-12(D) Jeff B vs Scott Sherer American (USMC) winA fun, fast-playing scenario. I think the Japanese must conduct banzai after banzai in this one to stand a chance. If not, the mud will hamper their movement to a very large extent. We also had heavy rain for a good part of the game which I would've thought would be to their advantage, but I really think it worked to the Marines' advantage with their higher firepower bases. We actually had very few CCs in this as the Marines tried to always keep an arm's length away.
2017-06-16(D) X von Marwitz vs Michael Koch Japanese winSmall PTO scenario that is designed to be pretty intense. I had the USMC in this one. Even with hindsight, I was pretty content with my defensive setup. There were, however some few key occurrences that turned the game in favor to the Japanese who came out with a clear win. A rather lucky shot broke a USMC breakwater squad early. This in itself would not have been crucial. Closely thereafter, a 668+MMG broke too on the same flank. The gap this opened allowed the Japanese to get closer vs. less defensive FP and ADJACENT to a stack of 2x348 with the HMG plus 8-1 and the broken 668+MMG which had routed back. USMC PBF generated HoB vs. a Japanese 448+DC turning it Berserk and providing it with enough MF to enter the hex of the stack, where it blew up the DC and screwed up the USMC. At last in the same turn, a DC hero could not be affected by a 20-1 and 2x 15-1 attacks, thus blowing up the last 668+MMG key defender. This mess left me losing all three US MGs in one turn and pretty much the game. I tried to fight on, and the ATG did very well with Canister. But when I lost my 8-1 to fate, a HS stacked with him to LLMC and another HS also to fate in the next RPh, the 'fate' of the USMC was sealed.
2017-06-09(D) Andy Beaton vs Jonathan Kay Japanese winHeavy rain from turn 1 impeded American fire and let Japanese get close enough for CC. Killed lots of them but they're lives meant nothing. Next time will try retreating more - not enough Americans to stand still and fight.
2017-02-25(A) Allen Evenson vs Steve Buckley American (USMC) winMy first PTO terrain game. Steve's US forces worked me over pretty badly. I never had much luck, starting with first weather roll going to Heavy rain = no quality shots for Japanese (7 +2 about the best I could do). Had several CC rolls go bad as well. Fun game though that I would like to try again.
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Avg Rating: 7.06Votes: 18
Views: 0
To-Play list count: 1
Estimated Play time: 2.8 hours
Recorded Games: 11
Archive recorded plays:
American (USMC)5

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Friday 14 December 2018 04:45:15 AM  (c)dramsey 2018