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The Eastern Gate CBI (id:#65572)
(ASL 13 - Rising Sun (2nd Edition) ID: 63)   [next]   [previous]
See Also: The Eastern Gate by Avalon Hill The Eastern Gate by Multi-Man Publishing
11 miles Northeast of Maungdaw, Burma 1944-02-07 (3 others)
63: The Eastern Gate (ASL 8 - Code of Bushido)
63: The Eastern Gate (ASL 13 - Rising Sun)
RPT80: Hot Boxing (Rally Point # 8)
Designer: Brian Martuzas and Bob McNamara
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseGurkha (British)
100%

Overview:

In a series of concentric flanking movements, the Japanese 55th Infantry Division's Operation HA-GO enveloped the forward divisions of the XV Indian Corps, cutting their supplies and communications. Instead of being told to retreat, however, the Indians were ordered to concentrate and hold until relief forces could break through. In the meantime they would be supplied by air. As part of this plan, a defensive "box" was formed around the 7th Indian Division's Administration Area at the eastern exit of the important Ngakyedauk (aka "Okeydoke'') Pass. Dubbed the "Admin Box,'' the position comprised a fairly flat open area roughly a mile square, almost entirely surrounded by rugged, jungle-covered hills. As units pulled back into the Box they were diverted to various sectors of the perimeter, much of which was still unmanned due to a lack of sufficient troops. In one such instance, two Gurkha companies of the 89th Indian Infantry Brigade were ordered to occupy the area known as the "Eastern Gate" and the dominating height of Point 315 to its northeast. The Gurkhas duly set out, but before reaching Point 315 ran head-on into advancing Japanese troops.
Attacker: Japanese (112th Infantry Regiment)
Defender: Gurkha (British) (4/8 Gurkha Rifles, 7th Infantry Indian Division)  
10 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:23.0 D:19.0
AFVs: A:0
Horse x 2

AFVs: D:0
Guns: A:2
Type 92 70mm INF Gun x 2
Type 89 Heavy Grenade-Launcher x 6
D:0
OML 2-in. Mortar x 4

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO (G1), DJ (2.2). Both sides enter in Columns. A: Guns AP (G10) D: -1 CC DRM in H-t-H CC
Map Board(s):
34 37 35 36 Show/hide map dependencies
PublicationBoard
ASL 13 - Rising Sun34
ASL 13 - Rising Sun35
ASL 13 - Rising Sun36
ASL 13 - Rising Sun37
ASL 13 - Rising Sun (2nd Edition)34
ASL 13 - Rising Sun (2nd Edition)35
ASL 13 - Rising Sun (2nd Edition)36
ASL 13 - Rising Sun (2nd Edition)37
ASL 8 - Code of Bushido34
ASL 8 - Code of Bushido35
ASL 8 - Code of Bushido36
ASL 8 - Code of Bushido37
Overlays: 2 G2 G5
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2026-11-07(A) Tripp Killin vs Phil Watkins Japanese winThis is a very odd scenario, with the first turn or two just moving columns until they gain LOS. After that, the Gurkhas don't want to attack too quickly because they can't lose CVP. And the Japanese want to wait until their forces arrive.

So, it's a bit cat-and-mouse. The Gurkhas have to decide if they want to push for the hill, killing Japanese early while they have the advantage.

I can't imagine the Japanese first column doing anything other than hustling from Board 35 to Board 37, trying to block the center path and perhaps screen any approach to the hill. The Gurkhas can easily avoid the Turn 3 sudden death VC, but then face an unpleasant fight to the hill, or turtling up in the southwest portion of the map (Board 37).

My first Japanese column rushed down the F hex row onto Board 37 to block as described. But then they needed to retreat in front of Phil's Gurkhas who have a numerical and quality superiority. My plan was to delay them until my other two columns arrived and I could smoke and banzai.

Phil tried to kill my first column, but was thwarted by some good morale rolls and an active sniper. He just wasn't able to get any thing going, except for one terrifying phase with the HMGs and an 8-1.

It slowly evolved into two matched forces coming together in Turn 7 with the Japanese able to lose every unit as long as they inflict 12, and the Gurkhas falling back into strong lines. But my Japanese sniper was awesome, and had picked off an 8-0, a broken half-squad, and then finally a 9-2. Combined with a Fate Rally roll, I was at 6CVP before the major assault.

On Turn 8, all hell broke loose. A mtr placed WP, and the Japanese ran into the guns, charging for close combat. Results were mixed, as I lost 13 CVP in one player turn, but I got to 10 CVP against the Gurkhas. There were 3 broken Gurkha squads on one side of the battle and both the leaders there had been sniped, so they would have been easy pickings in the last two turns, so we called it.

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ActionDate
Someone Added a playing2026-11-07 04:28:12
Someone Modified the Attacker's AFVs2025-02-07 12:32:20
Someone Modified the unit counts2025-02-07 12:32:19
Someone Modified the gps location2025-02-07 12:25:18
Someone Modified the gps location2025-02-07 12:08:18
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(jap-gurk sm.png)Imagehoxson11516
(gurkha_burma_stream.png)Imagehoxson11673
(east gate map.jpg)Map Imagehoxson11655
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Statistics:
Avg Rating: 4.00Votes: 1
Views: 0
To-Play list count: 0
Estimated Play time: 10.2 hours
Recorded Games: 1
Archive recorded plays:
Japanese1
Gurkha (British)0
Drawn:0

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