AAR - Storming the Point

Leatherneck Pack II #5


Alan Smee and I decided that we hadn't done a beach invasion for a while and inspired by the new Leatherneck pack we decided to have a go at Storming the Point. 16 late war USMC squads (with lots of toys) in 6 large Amtracs (LVT4s) land on a beach and then have to clear caves and pillboxes off a level 4 hill (Hill 714 on board 15).

The landing beach is flanked by the point that needs to be cleared.

The Japanese defence force appeared formidable with a 47L AT gun, a 75INF gun, 2 HMGs, 3 Lt MTRS all inhabiting a defensive complex of 6 cave, 4 concrete pillboxes and 4 trenches. Fortunately for the Marines an SSR requires 4 caves/pillboxes and the guns to face away from the beach. This will let the Amtracs get close to the beach before they meet heavy opposition.

The US has no smoke capability except for infantry and vehicle smoke grenades, so the LVTs will be sitting ducks at some stage. The only consolation is a CS7, which means that there should be a fair number of survivors. The beach is 3 hexes wide so the armour will be useful in getting across the killing ground. This will be a very short game if the AT gun gets hot.

The pregame bombardment encouraged Alan to hide everyone in the cave complex. Surprisingly the bombardment eliminated a cave and created a couple of shellholes, usefully blowing a hole in the bamboo by the beach.

The first couple of turns saw the Amtracs swimming towards the beach while the Japanese manhandled guns and generally left the cave complex to face in the right direction.

Things started to heat up as we approached the beach. The ATgun took a few shots and then broke. This was a huge blow to Alan, as this improved the LVTs' survival possibilities enormously. The counterbalance to this was the strengthening of the wind to Heavy. This means no smoke and no long range for the FTs.

I unloaded a couple of Amtraks next to the beach, including Mr 10-2 and a couple of squads with MMGs. By this time the INF gun had replaced the broken AT gun. One LVT got shocked and then burned. I also discovered two HMGs with the 9-1 in another beachside cave looking back across the beach. They had numerous unsuccessful shots at the remaining as they zipped across the beach, risking ESB to get out of the INF gun's LOS (the one good thing about fighting caves is their narrow LOS).

Meanwhile a sacrificial half squad was sitting in front of the HMGs and survived a DC placement attempt, but was pinned (one HMG malfunctioned here, but was swiftly repaired) . The next turn I discovered the mechanics for throwing a DC into a cave and the HS tossed its DC in and KIAed the cave complete with both HMGs. By this stage the INF gun had also malfunctioned in its duel with the 10-2 and resistance on the beach was more or less over. The survivors on the beach started up the steep hill.

Meanwhile the 3 remaining LVTs tried to run round the rear to get to the furthest victory caves. One made it, but one was killed by an LMG (all passengers survived) and one was shocked by a mortar.

Things were looking pretty good now. The bulk of the Marines had survived the landing and the attack could now begin. The Heavy Wind now made itself felt as the absence of smoke and FT long range meant that the attack was uphill, with little or no cover against enemy mostly sitting in +4 or +5 cover. The FTs had to risk moving next to a cave mouth in order to fire. Scary stuff when the -1 for carrying a FT is considered.

I lost 2 squads to KIAs in successive rolls in the same hex as I tried to edge men up the hill.

Eventually the Marines started to get into CC with Pillboxes and firepower started to whittle away Japanese squads. An empty cave was eliminated with a DC as close combat and short range firefights erupted all over the mountain. The last turn saw me needing to clear two more caves of their occupants.

The first cave was occupied by a depleted crew, which broke when it FPFed against the 10-2 and 2 squads moving adjacent. The last cave was held by a depleted squad that was reduced to a half squad by prep fire. A thrown DC eliminated this last cave and I win! Well not actually. In the excitement of clearing the last two caves I had forgotten to move a squad inside the last pillbox (which had been cleared the previous turn) and claim control. D'oh.

Crackerjack scenario, although it looks very tough for the Marines. I had nearly everything go my way as Alan's luck was pretty appalling, especially with weapon malfunctions, and it was still very close. It would be interesting to see a more normal playing (ie the ATG doesn't break and no Heavy Wind).

I think that most of the Marines have to stay in the LVTs as long as possible to get across the beach and into the Japanese rear and trust the high CS number to keep some marines alive. It is probably safer than trying to cross the beach on foot after unloading early. The way to go is probably to end a turn wading next to the beach and then race across the beach, using ESB if required.

The rules weren't too bad. Amtrak landings are easier than LC scenarios as they are more like normal vehicles. Caves aren't as bad as they look either and give a very intense experience. Accounts of PTO fighting make caves sound very tough to attack, and they are that in ASL. In terms of size this is a very manageable landing scenario. Took us 7 hours including set-up time and an hour for lunch.

Richard Cornwell