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Wildcat Strike PTO (id:#62351)
(Winter Offensive Bonus Pack # 6 2015 ID: WO16)   [next]   [previous]
Saipan Town, Angaur Island 1944-09-17 (50 others)
106: Kangaroo Hop (ASL 5a - For King and Country)
ABtF01: The Prize (HASL 6 - A Bridge Too Far)
ABtF CG I: Block by Bloody Block (HASL 6 - A Bridge Too Far)
ABtF CG III: 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)
FE 125: 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)
GJ137: Krafft's Blocking Line (Part I) (Grumble Jones)
GJ137: Krafft's Blocking Line (Part II) (Grumble Jones)
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 #12 2021)
BISt #4: New Allies (Steel And Blood)
HFP #8: Along The Opalos-Vilagos Line (Freedom's Price - Hungary 2)
DB183: St. Oedenrode Bridge (Dispatches from the Bunker #57)
AR1: Broken Column ( ASL Arnhem 2024)
Designer: Pete Shelling
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanJapanese
43.67816091954%

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

AFVs: D:0
Guns: A:0
M2 60mm Mortar
D:2
Type 98 High-Angle Machine Cannon
Type 1 Machine-Moved Gun
Type 89 Heavy Grenade-Launcher

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), Booby Traps, Fortified Bldg Loc
Map Board(s):
67 10z Show/hide map dependencies
PublicationBoard
Winter Offensive Bonus Pack # 5 201467
Winter Offensive Bonus Pack # 6 201510z
Overlays: NONE
Errata (source)
Clarification: The bonus Japanese VP count against the 'west of the road Americans'.Pete Shelling
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2026-07-30(D) Jeff B vs Magnus Rimvall Japanese win7.5 hrsThere was action from the start, as I played a pretty tough upfront defense, but the only losses were some dummies. A couple more were lost at the bottom of the turn, as well as a squad's worth of Amis. Two more were busted, as the Ami attack in the south went exceptionally poorly. This band of Japs would hold out until the very last turn, granting the Japs 6 VP for their occupied buildings. Turn 2 saw some real damage delivered to the Japs, as they lost a squad and had another three striped. I generally try to deploy as much as possible when playing the Japs, as there's nothing I hate more than seeing those ugly red stripes across my counters. Even more disappointing, I bungled a CC attempt on a Sherman, despite having a full squad and a leader. Turn 3 saw more engagement, as the two sides traded squads. Amis also destroyed a tunnel, as the Japs were using these heavily as part of their fallback defense. Turn 4 saw the Amis lose another HS and an 8-0, but they were on the verge of busting the entire north side wide open, with only a striped squad and 10-0 standing in their way. They were able to occupy Board 10z buildings for the first time. Turn 5 saw these same men race to the water's edge unchecked, as the MMG crew whose job it was to slow them down was pinned by a sniper. The Japs continued to be whittled away, losing a HS and MMG. But they had started racing units back to the buildings across the VC road. Turn 6 was brutal for the Japs, losing their sole northern squad and accompanying 10-0, as well as another 1.5 squads and their 9-0 elsewhere. The Amis lost a HS and burnt out their FT. But yet more Japs ran for cover across the road, bringing their total VP count to 14 in infantry and 10 from prior building points for a total of 24. The Amis had 17 VP in infantry, but only 3 from buildings, for a total of 20. Their plan was, using their three vehicles, to tie up at least one hex of Japs in melee. The first to try was the furthest away and, having to go CE to make it there via the road, it was stunned by some point blank MMG fire. The second to try drove right by the last remaining THH who, finding an ATMM, blew it bits. The third made it in bypass to one of the hexes. The 9-1 and 447 failed their first CC attack, but were able to take it out on their second (due to it having busted its CMG earlier). So a close finish but, overall, I didn't overly care for the scenario too much, especially considering the goofy end game rush it invited.
2025-07-26(D) Dan Best vs Nathan Wegener American win6 hrsSt. Louis ASL Tournament - round 4.
2025-07-26(A) nathan wegener vs Dan best American win5.33 hrsGround thru the Japanese defense. Too much firepower to stop. Helped by some key rolls
2025-07-26(A) Dave Mareske vs Scott Martin American winSt Louis Tournament
2025-04-06(D) Johan Vrijdaghs vs Heyman Herbert Japanese win
View all or balance report
ActionDate
buser333 Added a playing2026-07-30 20:37:41
hoxson1 Modified the unit counts2025-11-25 00:08:34
hoxson1 Modified the Defender's Guns2025-11-25 00:08:34
aokigaryou Updated the Scenario Publication/ID2025-11-24 23:01:52
dmareske Added a playing2025-08-03 02:06:58
FileDescriptionUserViews
(WO16 Wildcat Strike.vsav)VASL Setupmikegrogan4361588
(!usa-jap.png)Imagehoxson11814
Battle of Angaur (ngeaur.png)Imagehoxson11977
VASL Log file (WO16 Paul and Rob.vlog)VASL Game LogPaul Legg1861
VASL Log file (Wildcat Strike WO16-full.vlog)VASL Game LogDave1972
(wildcat strike map N correct wooden bldgs.png)Map Imagehoxson11777
(WO16 Wildcat Strike v644 Scenario Archive.jpg)Map Imagevon Marwitz1768
DescriptionUploaded by
TitleAuthorDate
DescriptionUploaded by
an illustrated AAR by M. Rodgers (opens in new window)mtrodgers99

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Battle of Angaur
 
Statistics:
Avg Rating: 6.71Votes: 31
Views: 8293
To-Play list count: 4
Estimated Play time: 4.6 hours
Recorded Games: 32
Archive recorded plays:
American13
Japanese18
Drawn:1

ROAR Data: (as of today)
Wildcat Strike
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[A] American 25
[D] Japanese 31
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