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Wildcat Strike PTO (id:#62351)
(Winter Offensive Bonus Pack 2015 ID: ASL WO16)
Saipan Town, Angaur Island 1944-09-17 (44 others)
106: Kangaroo Hop (ASL 5a - For King and Country)
ABTF 1: The Prize (HASL 6 - A Bridge Too Far)
ABTF CG 1: Block by Bloody Block (HASL 6 - A Bridge Too Far)
ATFB CG 3: A Bridge Too Far (HASL 6 - A Bridge Too Far)
A 32: Zon with the Wind (AH:ASL Annual `91)
BB11: Kangaroo Hop (Backblast # 2)
G43: Kangaroo Hop (AH:The General # 31.6)
S14: 88s at Zon (ASL Starter Kit #2)
TB 1: Breaking In (Arnhem: The Third Bridge (1st Ed.))
TB CG 1: Taking the Prize (Arnhem: The Third Bridge (1st Ed.))
RP 6: Slam Dance (Rout Pak I)
M4: Tiger Route (Rout Report # 1)
Z11: Slam Dance (Rout Report # 4.4)
FE125: Lessons Learned the Hard Way (Oblivion Pack)
GSTK 3: Real Men Stay in School (God Save the King)
GSTK 4: The Pillbox (God Save the King)
GSTK CG 1: God Save the King (God Save the King)
MM98-D: Climax at the Mures Defile (March Madness `98 Pack)
CAW11: Operation Wellhit (Canada At War 2)
PJ1.3: Gough, Forward!!! (OAF Playtester's Journal # 1)
PJ1.4: Grave Bridge (OAF Playtester's Journal # 1)
PJ2.4: Horrock's XXXth Corps (OAF Playtester's Journal # 2)
SE5.2: Rough Road to Arnhem (OAF Special Edition # 5)
SP7: Delayed on Tiger Route (Schwerpunkt # 1)
SP104: Easy's Bridge (Schwerpunkt # 9)
SK 1: The Long Left Flank (ASL Digest # 3.10)
Pegasus 1: Problemet Krafft! (Unknown)
Mission 3: Hell’s Highway (Band Of Brothers)
RPT6: Cadets and Cadre (Rally Point # 1)
1: Tiger Route (Witches Cauldron: Oosterbeek Perimeter)
6: Valley of the Dead (Peleliu: White Beach One)
ATB1: Night March (Arnhem: The Third Bridge (4th Ed.))
BB 22.1: Less Than Expected (Coastal Fortress)
BBD # 1: Tiger Route (Brave But Doomed)
BBD # 2: Brave But Doomed (Brave But Doomed)
VV57: Tiger Route (Vae Victis HS #11)
CA!12: Steel From Stalin (Counterattacks 2)
SB5: Stampede of the Wild Buffaloes (ASL Journal #11)
188: Zon with the Wind (ASL 3a Yanks (2nd Edition))
#1: New Street Brawl (Battle at Best)
#2: Incident At The Crossroads (Battle at Best)
#7: Snap Back (Monte Altuzzo: Gothic Line 1944)
Q16: Defence of St. Oedenrode (Quick 6 Scenario Pack III)
WO37: The Vital Hours (Winter Offensive Bonus Pack 2021)
Designer: Pete Shelling
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanJapanese
60%

Overview:

Nimitz’s “island hopping” campaign brought the war to the Palaus by the fall of 1944, with Peleliu being the main objective of Operation STALEMATE. Smaller Angaur island was deemed a viable place to build a base for the logistical support that would be required. With fewer Japanese on Anguar, the Army’s 81st Infantry Division, commanded by Major General Paul Mueller, would get its first taste of combat. Mueller feigned a landing on southern Anguar while his main force, the 321st Regimental Combat Team, landed to the northeast. The small but well-equipped and seasoned Japanese Army force was pushed inward towards the only two urban areas on the island – the small “Middle Village” and the logistical center known as Saipan town.
Attacker: American (81st Infantry Division "Wildcats" / 710th Tank Battalion)
Defender: Japanese (59th Infantry Regiment)  
6.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:15.0 D:9.0
AFVs: A:3
M4A1 x 2
M8 HMC

D:0
Guns: A:1
M2 60mm Mortar
D:3
Type 89 Heavy Grenade-Launcher
Type 98 High-Angle Machine Cannon
Type 1 Machine-Moved Gun

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO, LJ (Exc: Brush remains Brush, roads exist), all bldgs Wooden. D: Booby Trap Level B, FB4
Map Board(s): 10z 67
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentResultComments
2021-02-28(D) Eric Topp vs Ron Oxford Japanese win
2020-04-10(D) Jason Wert vs Sam Belcher American win
2020-02-21(A) X von Marwitz vs Michael Koch DrawInteresting scenario that gives both players a lot to think about. For the Japanese: Where to defend and begin the delaying action? Rather forward or more to the back? For the US: What approach to take? Rather attempt to stomp the Japanese or attempt to get to the rear ASAP bypassing them? Then there are composite VC which make it somewhat hard to foresee how they play out. Depending on the choices made by both sides the effect will be for the Japanese to earn some VP early in the game at the cost of blood (i.e. delaying) hoping that these will see him through in the end. And for the American to allow the Japanese to gain some VP early to allow faster movement, which, in turn, might force the Japanese to fall back without a fight in order to place more GO MMC in the victory area than the Americans.
The CVP cap that the Japanese need to inflict to win is tough to tackle unless they manage to eliminate at least two AFV. On the other hand, the US must use their AFV carefully at least early in the game to avoid having to bother about the CVP cap. Later in the game, the US might see that AFV might become 'expendable' if he is apparently far enough off the CVP cap, so they might be used for some more daring moves to create opportunities for infantry movement.
Due to time constraints, we could not play this game to a point, where a clear advantage for either side became apparent.

My opponent did not defend the board 67 village. I passed that village left with around 40% of the force and 60% of the force on the right. The Northern side was less well defended by the Japanese and further to the back.
By the end of US Turn 3, the US left side was located around the 67I3 area being held up by mines and rather strong defences on the southern side. However, my US forces made it difficult for the Japanese to move over to the southern side.
The US right flank (South) was located in 10zU3, T2, S3, R3 with only a Japanese 9-0, 447, 228+MMG holding them up in S5/T5. However, in 10zW2, the Japanese AA Gun had popped up threatening my flank and Mines in 10zT1 caught a US squad.
It would have been difficult for the Japanese to reinforce across the stream and to avoid the US reaching 10zT8 and S9 in the victory area. However, the same stream would have made it very challening for the US to cross to the other side, either.
2019-07-05(A) Tom Abromaitis vs Japanese win
2019-05-17(D) Raoul Duke vs MB American winThis one turned out a bit strangely, as not one but *two* American AFVs were Recalled due to breaking their MAs. This had the weird effect of denying the Japanese the opportunity to kill them for CVP. As it stood, the game was incredibly bloody-- the US suffered 15 CVP in infantry alone, and that doesn't count the wounded leaders. The Japanese lost almost their entire OB, with only a single half squad left at the end of turn 6.
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ActionDate
etopp Added a playing2021-02-28 11:36:44
etopp Rated the scenario2021-02-28 11:36:08
Hutch Modified the Defender's Guns2021-01-13 23:48:24
Hutch Modified the unit counts2021-01-13 23:48:24
wwillow Added a playing2020-07-09 22:46:10
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(!usa-jap.png)Imagehoxson1253
Battle of Angaur (ngeaur.png)Imagehoxson1367
(wildcat strike map N correct wooden bldgs.png)Map Imagehoxson1178
(WO16 Wildcat Strike v644 Scenario Archive.jpg)Map Imagevon Marwitz108
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Battle of Angaur
 
Statistics:
Avg Rating: 6.08Votes: 13
Views: 1232
To-Play list count: 4
Estimated Play time: 4.9 hours
Recorded Games: 11
Archive recorded plays:
American6
Japanese4
Drawn:1

ROAR Data: (as of April 2021)
Wildcat Strike 
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[A] 19 0
[D] 20
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