Situated a few blocks southeast of the new Manila Police Station was the Paco Cemetery. It was built in 1820 of two concentric adobe walls ten feet high and ten feet thick. Entry to the central courtyard was through four gates in the walls. Information gathered from Filipino scouts indicated the Japanese were using the cemetery to store large quantities of ammunition and supplies. If the Japanese planned to defend the cemetery in force, then it would be need to be cleared out before any advance towards the Police Station could occur. The Americans sent out patrols in the area to determine how well the Paco Cemetery was defended.
Attacker: American (1st Battalion, 148th Infantry Regiment, 37th Infantry Division)
Defender: Japanese (5th Naval Battalion)
7.5 turns
Players: 2 OBA: None Night: No
Unit Counts:
Squads: A:15.0 D:9.0
AFVs: A:0
AFVs: D:0
Guns: A:0
M2 60mm Mortar x 2
D:3
Type 90 Field Gun x 3 Type 89 Heavy Grenade-Launcher
Not much happening on Turn 1, other than I think I eliminated all Jap dummy stacks (one by wasting an opp fire from my kill stack). Turn 2 these men move up to what would turn out to be a sneakily good view into all church locations. But it also saw me stupidly advance a whole stack into a well-placed mine across the street from the church. These men wouldn't leave the hex until the last turn. An HIP gun popped up guarding the SE approach to the church, while another sprang up in the south, only to malf and breakdown for good. The Amis started dishing out some punishment, trading a HS for two Jap squads. Turn 3 was rather static, as the Amis looked for ways to soften up the defense, the only casualties being a Jap HS and LMG blasted to bits by my kill stack. Turn 4 saw the Amis make some inroads. In the south, aided by their reinforcement and the northern gun crew being knocked out of position, they were able to cross the street. The northern battle remained a stalemate, while the only casualty for the turn was an Ami HS. Turn 5 just saw the Japs lose a crew, as the Ami push from the S and SE ground forward. Turn 6 saw the Amis make it into the SW church, causing the Japs to lose a 9-1 and squad. Turn 7 was deadly, as the Japs clung to the SW church. They lost the other ART for good, but the last one sprung up behind the northern church. This one would prove instrumental in the closing minutes. The Amis burnt out a FT and lost a BAZ, a hero, and two squads. The Japs for their part lost two crews, a HS, and an 8-0. So it would come down to the silly endgame rush on the last turn. I figured the northern church was unattainable, as he could simply self-break and rout into either the cellar and/or the upper level. That meant going for the cemetery. The west side was out as it was guarded by the HMG, so it would all come down to charging through the SE gate. Perhaps had I started by surge in the turn before I would've stood a chance. Perhaps had I started by surge in the turn before I would've stood a chance but, while they avoided casualties, the Amis were only able to get 1.5 squads through the gauntlet, thus coming up short. Probably favoring the Japs somewhat with all their heavy weaponry and sneakiness, but to Scott's credit he had a very good defense. As another opponent of mine mentioned, the smaller scenarios in SF seem decent for the most part. Unfortunately the larger ones that I've played are all complete dogs, and I've heard the same about the CGs. Nevertheless, this game at least was enjoyable.
2024-05-26
(D) Ron Garcia
vs
Darryl M.
Japanese win
As the Japanese, I decided to put everything in the cemetery and totally forfeit the two buildings. I figured I should be able to inflict some casualties at some point to make the doubling of the Japanese CVP tough. Plus, I just wanted to see if it could be done. The major drawback to my strategy was that if the Americans inflicted even one CVP before I did any damage, the game was lost because they could just pull out of LOS and tear up any Japanese units that exited the cemetery.
That very situation happened when I rolled a 12 on a MC on turn three giving the Americans one point to my none. Fortunately for me, there were units in my narrow LOS, and I was able to get one CVP for myself in the DFPh. After that, the Americans had a very difficult time storming the cemetery gates and the casualties piled up. My friend called it down eight CVP on the bottom of turn six.
Neither of us had fun with this scenario as we played it. My forces just sat in the cemetery waiting for the Americans to try and storm the gates. I rolled pretty terribly and broke way more weapons than I should have. My friend was frustrated with the half FP vs my defenders and a +3 DRM. All the adjacent locations next to the gates are open ground (except for one with shellholes - which I of course put wire on it) so that made it even tougher. He used smoke, but with a six ML, the Americans are just too brittle. Other than the unique cemetery terrain to try out, this scenario wasn't very fun.
2023-01-05
(A) Richard Jenulis
vs
Greg Rodgers
American win
The Americans totally dominated this scenario. Attacking in the South and center-North, the American firepower made short work of the Japanese defenders. The end CVP count was 3 CVP suffered by the Americans to 15 CVP suffered by the Japanese. This seems tough for the Japanese.
2022-07-17
(A) Ben Jones
vs
Wayne
Japanese win
Simple and straightforward.
Before you play have a look at the Cemetery on google images. Its a beautiful peaceful place.
Now imagine that Bob Ross adds some happy little trenches, and some happy little wire and a very unhappy Japanese company commander with a flamethrower.
Its a horrible place.
I setup to attack the two buildings and fulfil the first VC. However I missed the fact that I would need to amass 2x the CVP of the Japanese ASWELL. So after two turns I turned my entire attack North to get some dudes, alive, into the graveyard.
With an enfilading 50cal and a 75 in a trench covering the front of the cemetery I tried to attack through the Northern VC building. I should have noticed that this is the only building in play with cellars, so I should have realised that his trenches were behind it.
Not only were there nasty things lurking in the cellars, there were two artillery pieces in the woods behind firing PB *and* his trench system was wired and mined and extended into the cemetery. The cherry on was his leader with a FT who just laid waste.
Once again Wayne deployed so his Japanese could keep coming back, it was with glee that I realised this doesn't work so well with 347s.
Still I could not get past the defenders so Quit on turn 7.
Quite a simplistic looking scenario but the new terrain types make it a lot more interesting than at first glance..