| Fighting
in the Muskeg
By Mike Bennighof, PhD
December 2007
Some of our Panzer Grenadier supplements represent projects
I've wanted to work on for many years, like White
Eagles, or similar obsessions from outside contributors,
like Ottavio Ricchi's Fronte
Russo. Alaska's
War was neither of these. One day an e-mail came
in from superfan Jay Townsend asking for it, and I thought,
"I can do that." I wrote the scenarios in a fit
of hypergraphia, and Doug McNair turned them into solid, fun
exercises, and here it is.
It does represent something our VP and marketing goddess
abhors: "Panzer Grenadier without panzers." All
of the battles are infantry fights, with the Japanese usually
holding the ability to hide in the frozen, rocky terrain and
the Americans having to come get them. That's exactly what
I wanted the system to model well, and Alaska's War shows
off this aspect of Pazner Grenadier to great advantage. The
scenarios are small, tense and usually play very quickly.
Scenario One
Alaska's Warriors
9 June 1942
The Japanese landed on Attu and Kiska expecting to find them
occupied by American troops, most likely from the Alaska National
Guard inducted into federal service the previous year. The
Guard had just one battalion of infantry, supplemented by
several units of "Alaska Scouts" recruited from
the Eskimo and Aleut population - Maj. Gen. Simon Bolivar
Buckner of the Alaska Defense Command frowned on including
non-whites in the Guard proper.
Conclusion
While Alaskan politicians had urged a forward defense, Buckner
kept his troops concentrated around key locations and the
Aleutians were not defended against the Japanese invasion.
There was one casualty, the husband of the local school teacher
who was killed by the Japanese - it's unclear today whether
he resisted or was murdered. All of the island's 40 inhabitants
were carried off to Japan, where half of them died in captivity.
After the war, they never were allowed to return to their
island home.
Note: This scenario uses a map from Desert Rats, and
pieces from Battle of the Bulge and Guadalcanal.
Design Note: I usually organize the scenarios
in chronological order, so by luck of the draw that places
the set's only hypothetical at the beginning. It's the only
appearance of SNLF troops in the set, and places the Japanese
on the attack with naval gunnery support.
Scenario Two
Gilbert Ridge
11 May 1943
The Japanese chose not to contest the initial landings on
Attu, awaiting the Americans on higher ground. The constant
heavy fog made the landings difficult, but also hid them from
the garrison and the Japanese do not seem to have been aware
of the invasion until the first Americans were already ashore
and the American battleships began their bombardment. The
first serious clash of arms came on the eastern edge of Massacre
Valley, as the 2nd Battalion, 17th Infantry Regiment approached
the ridge line there.
Conclusion
Japanese fire halted the Americans, and their subsequent attempts
to take the ridge failed as well. When night fell the battalion
commander ordered his men to halt and dig in, to try again
the next day with the help of just-landed artillery.
Note: This scenario uses a map from Desert Rats and pieces
from Battle of the Bulge and Guadalcanal.
Design Note: The Americans have a slight numerical
advantage and better firepower, but the Japanese are hidden.
It's a small but tense scenario.
Scenario Three
Massacre Valley
12 May 1943
When the 2nd Battalion resumed its advance, it found it was
much farther from its objective - Sarana Pass - than anyone
had believed the night before. As the troops pushed forward
to make up for lost time, they came under heavy Japanese fire
from both flanks as well as their front. Regimental commander
Col. Edward P. Earle went forward to maintain the battalion's
advance through personal example.
Conclusion
With their colonel walking point, the American battalion began
to make some progress. Things fell apart when he was killed
by a burst of machinegun fire, and the day ended with the
pass still in Japanese hands. The Americans had taken significant
casualties but so far had not deeply penetrated the Japanese
defenses.
Note: This scenario uses a map from Afrika Korps and
pieces from Battle of the Bulge and Guadalcanal.
Design Note: I had to do this one just for the
title alone. The American player has artillery support but
begins the game tied to the track, until the Japanese try
to push him off of it and the mayhem begins.
Scenario Four
Hill X
12 May 1943
First Battalion, 17th Infantry had as its initial objective
a rise known as Hill X that dominated Holtz Bay. The height
needed to be secured on the invasion's first day, but the
troops became disoriented in the fog. The battalion commander
claimed they had taken the objective, but it turned out to
be the wrong - and much lower - hill. Alerted by the activity,
the Japanese rushed to occupy the hill and quickly dug in.
Conclusion
The Americans had given the Japanese all the time they needed,
and had great difficulties locating the Japanese fighting
positions and digging them out one by one. When the battalion
finally called off the attack and reported success to division
headquarters, the Japanese still held the back slope of the
hill and two more days of vicious fighting remained before
the hill would actually be secured.
Note: This scenario uses a map from Afrika Korps and
pieces from Battle of the Bulge and Guadalcanal.
Design Note: This time the Japanese are stuck
defending a small piece of ground and can't use their skills
at hiding to avoid combat. The American player might not be
so happy to find them, though - they are numerous and fierce.
Scenario Five
Jarmin Pass
12 May 1943
On the left flank of the Southern Force, 3rd Battalion of the
17th Infantry had the task of breaking through the Jarmin Pass
and allowing the Northern and Southern landing forces to link
up for the final drive on Chichagof Harbor, the island's only
settlement. The Japanese had other ideas; they do not seem to
have prepared Jarmin Pass as a defensive line before the landings,
but the terrain was such that they really didn't need to.
Note: This scenario uses a map from Afrika Korps, and
pieces from Battle of the Bulge and Guadalcanal.
Conclusion
The American soldiers, suffering badly from the cold, spent
the day first finding the Japanese fighting positions, and
then assaulting them with little success. With the terrain
on their side plus warm clothing and cold-weather training,
the Japanese had many defensive advantages, but absolutely
no hope of relief.
Design Note: The Arctic Hill hexes in most of
these scenarios give the defender most of the advantages the
game rules call "Dug In," without the need to actually
do any digging or stay in place once dug in.
Scenario Six
Excess Casualties
14 May 1943
On the far left flank of the American Northern Force's landings,
the 7th Infantry Division's Provisional Battalion (its scout
company and recon company, without their vehicles) landed
at the mouth of an isolated valley and marched inland. When
they reached the pass leading toward Holtz Bay, they ran into
fearsome resistance.
Conclusion
The American battleships Nevada and Idaho emptied their magazines
of high-explosive shells on fire missions against possible
Japanese positions in and around the nameless pass. Yet the
Japanese endured, helped by the heavy fog and sheer stubbornness.
When the battalion commander called off the attack by his
exhausted men the Japanese still held the pass. "Japanese
tactics comprise fighting with machine guns and snipers concealed
in rain washes or in holes or trenches dug in each side and
at varying heights of hill along narrow passes leading through
mountain masses," reported Gen. Albert E. Brown, the
7th Division's commander. "These positions are difficult
to locate and almost impossible to shoot out with artillery.
They produce casualties in excess of casualties which can
be returned." Unimpressed, Gen. Simon Bolivar Buckner
of the Alaska Defense Command fired Brown the next day.
Note: This scenario uses maps from Afrika Korps and Guadalcanal,
and pieces from Battle of the Bulge and Guadalcanal.
Design Note: The American player can obliterate
anything with his battleship guns - but thanks to the fog
and coordination problems, he has little control over where
the shells land. So the heavy guns are plotted before the
game begins, and the Japanese player has to avoid the obvious
positions or anyone there will be obliterated. But the American
player knows the Japanese player knows this so . . .
Scenario Seven
Moore Ridge
16 May 1943
As the American Northern Force advanced toward the incomplete
Japanese airfield at the head of the eastern arm of Holtz Bay,
resistance grew even stronger. The new commander on Attu, Maj.
Gen. Eugene M. Landrum ordered a change in tactics with a night
assault. Because they lacked proper cold weather gear, the Americans
had not attempted operations in darkness and Landrum hoped to
catch the Japanese unawares.
Conclusion
Where Brown had failed (with the help of intrusive micromanagement
from Vice Adm. Thomas Kincaid) Landrum now succeeded. For
the first time the Americans rolled back the Japanese on their
first attempt, breaking the ridge position and taking the
airfield. The Japanese fell back toward Chichagof Harbor and
dug in for a last stand.
Note: This scenario uses a map from Afrika Korps, and
pieces from Battle of the Bulge and Guadalcanal.
Design Note: This one's a night attack, with
the Americans having numbers and a wealth of artillery support
and the Japanese having, well, night. It makes for a hard
fight as each side has tough conditions to meet - despite
their advantages, the Americans suffer from the nighttime
cold.
Scenario Eight
Squeezing Jarmin
17 May 1943
The American assault on Jarmin Pass continued for several
days with little progress. The Japanese slipped from position
to position, and even with the landing of more of 7th Division's
artillery the advance could not be resumed. Finally, the American
success at the head of Holtz Bay allowed troops from the Northern
Force to attack from the opposite side of the pass.
Conclusion
The Japanese could not hold against an attack from two directions,
and with the Northern Force's advance the pass no longer held
much strategic value. The Japanese began to slip away unseen,
and withdrew back toward Chichagof Harbor undetected by the
Americans.
Note: This scenario uses a map from Afrika Korps, and
pieces from Battle of the Bulge and Guadalcanal.
Design Note: The Japanese have to hold as long
as possible, and then get away with as many of their units
intact as possible. The American player gets to squeeze them
from two sides, but there is an awful lot of ground in which
they can hide.
Scenario Nine
Yamasaki's Attack
29 May 1943
With the end near, Col. Yasuyo Yamasaki of the Adak-Attu Occupation
Force gathered all of his able-bodied men for one final assault
on the Americans. Apparently ordered to kill as many Americans
as possible, the troops came out of their defenses screaming
wildly with their officers waving swords. Though not really
expecting a Japanese surrender, the reaction did catch the
Americans somewhat by surprise.
Conclusion
The colonel apparently died in this first attack, along with
a fair number of his men. But the survivors broke through
the American lines and surged on to attack surprised rear-area
elements. Still suffering from the cold and inadequate protection,
the Americans reacted only slowly while the Japanese - warmed
by the last of their alcohol stocks as well as better winter
gear - killed as many surprised GI's as they could and ran
on up the valley.
Note: This scenario uses a map from Afrika Korps, and
pieces from Battle of the Bulge and Guadalcanal.
Design Note: Too many tactical games over the
years have relied on "crazy suicidal Japanese" rules
that model racial prejudice and little else. But this sort
of thing did really happen, and the final act on Attu is one
of the most extreme.
Scenario Ten
Engineer Hill
30 May 1943
Having broken through the American lines, the Japanese had
lost most of their officers. The survivors slowed briefly,
apparently to consider how best to end their attack (and with
it, their lives). Spotting an isolated encampment of the American
divisional engineer battalion, they raced towards it with
new screams of fury. But engineers are always ready for anything.
Conclusion
The Japanese charged wildly up the hill, but the engineers
were ready for them and shot down most of them before they
got into the encampment. A wild close-quarters right ensued
in which all the attacking Japanese were killed. Of the approximately
2,400 defenders of Attu, only 29 prisoners were taken.
Note: This scenario uses a map from Desert Rats, and pieces
from Battle of the Bulge and Guadalcanal.
Design Note: I initially designed these two as one long scenario,
but in practice found that the Japanese rarely ended up assaulting
Engineer Hill without a stringent series of special rules
- something I really dislike placing in games. We frequently
poke fun at Brian Knipple's "I'm an engineer, I can do
anything" mantra, and I didn't want to pass over this
close-quarters fight of the combat engineers.
Take these scenarios into action...Buy Panzer
Grenadier: Alaska's War TODAY!
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