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FOW – Kokoda Track, Action at Gorari

Posted on May 20, 2023

For a change of scenery, we decided to run a some games set in the Pacific.  Fortunately, the Fire and Fury WW2 website provides several scenarios for action along the Kokoda Track in New Guinea.  It is relatively easy to convert F&F scenarios for FOW, so the scenario was a breeze to organize.  Here is a link to the first scenario that we played:

http://www.fireandfury.com/scenarios/scenkokoda01.pdf

Doing some further research, we learned that the defending Australian company was reinforced by two more platoons, which we added to the scenario.  The two extra platoons helped to balance the game and made it big enough for five players.

The game began with three Australian platoons deployed in three previously prepared defensive positions protected by abatis, which counted as trenches and barbed wire in Flames of War.  Two of the positions were oriented to the north — one to defend the only bridge across the otherwise impassible Oivi Creek, and the other on higher ground to the rear.  The third position was oriented to the east (the western side of the table was an impassible river, so that flank was secure).  The two reserve platoons started the game further to the rear, in the jungle.

Two Japanese companies supported by HMGs deployed in the tree line on the northern edge of the table.  They were ordered to advance across the open ground and capture the bridge, then capture the position behind it, then press on and capture a ford across another creek in the jungle.  A third company entered five turns later from the east, to attack the position there.  The Japanese were supported by a mortar battery and an infantry gun battery, which would come into action late in the game.

Victory points were based on capturing/holding the key terrain and the defensive positions, and killing the enemy.  To balance the scenario and to reflect that the Japanese had fewer men in the campaign, KIA Japanese infantry teams were worth five VPs each, and KIA Australian teams were worth three VPs each.  Bonus points would be given for inflicting severe losses on the enemy.

With limited time to capture the objectives, the Japanese attacked without delay, taking some losses from small arms and MG fire as they crossed the open ground.  The Japanese assaulted as soon as they reached the first position.  Due to the narrowness of the bridge, only two teams were able to assault, and both were killed by defensive fire.

The Japanese rallied and continued to assault, heedless of casualties and feeding in fresh platoons as needed.  Given their superior morale, the Japanese eventually overran the position at the bridge, and the few Australian survivors fell back to the second position.

The Japanese were unable to press their advance in force because their follow-on platoons were hindered by the abatis at the bridge, and a couple of turns were lost until it could be cleared away.  This delay gave the reserve Australian platoons time to move through the jungle and enter the battle.  One platoon moved east to support the position there, and the other platoon spread out along the edge of the jungle.  With manpower at a premium, and concerned about a possible Japanese flank attack through the jungle, the Australian commanders did not want to commit their entire force to the forward positions.

By the mid-game the third Japanese company entered from the east and made straight for the Australian position there.  With the ground being open and unhindered, the Japanese were able to spread out and attack across a broad front, and their assault overwhelmed the defensive position when they reached it.

At the same time, Japanese mortars and artillery ranged in on the central position, and began to soften it up for a Japanese assault.  A lucky shot took out the Australian Vickers machine gun.  The assault, when it came, resulted in a swirling melee, which nearly wiped out both the attacking and the defending platoons.  When the dust cleared, the Japanese were in control of the trench.  The few Australian survivors from both positions fell back into the jungle and rallied behind the reserve platoon.

At that point the turn limit had been reached and we counted up the losses and the victory points.  The Australians lost 33 infantry teams and two HMGs, which, along with the points for captured objectives, gave the Japanese a total of 231 VPs.  The Japanese lost 40 infantry treams, and the Australians also received points for delaying the capture of their positions and for holding the ford in the rear (which was never threatened), givng the Australians a total of 260 VPs and a very narrow victory!  The heavy losses inflicted on the Japanese made the difference.

The results of our game were far bloodier than the historical battle, but it was great fun to play, and it had everyone looking forward to the next action on the Kokoda Track…

  • TJ

1 thought on “FOW – Kokoda Track, Action at Gorari”

  1. Jean Michel (France) says:
    May 24, 2024 at 1:18 pm

    I played it once. It is a good scenario.

    Reply

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