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Pillbox Pains PTO (id:#65593)
(Not One Step Back ID: DTF-14)   [next]   [previous]
Yigo, Guam 1944-08-07 (31 others)
AP04: L'Abbaye Blanche (ASL Action Pack # 1)
J06: St. Barthélemy Bash (ASL Journal # 1)
Mortain 2: Everything Was Quiet (Internet)
Mortain 3.2: Rescue Mission (Internet)
Mortain 4: Out of the Fog (Internet)
Mortain 6: Hill 285 Chateau (Internet)
Mortain 7: Closing the Pincer (Internet)
Mortain 9: Beginning of the End (Internet)
Mortain10: Death of a Company (Internet)
CH 36: Saving the Breakout (Critical Hit # 3)
FT40: Ready to Sting (Franc-Tireur # 8)
FT 58: Dream is Over (From The Cellar Pack # 1)
SP67: Backs to the Orne (Schwerpunkt # 6: Victoria Cross)
TAC41: Dernier Arret Avant la Victoire (Tactiques # 5)
Old Hickory 2: Ryd Byen (Unknown)
AP39: Old Hickory (ASL Action Pack # 4 Normandy 1944)
FrF57: Warsaw in Flames (Friendly Fire Pack 7)
WP16: A Thorn in the Flesh (Winpak #2)
O4: Ain't Running Away (Special Ops # 2)
J153: Dawn's Early Light (ASL Journal #10)
186: L'Abbaye Blanche (ASL 3a - Yanks (2nd Edition))
SP 272: Statue of Liberty Attacks (Schwerpunkt #23)
DTF-5: AK'44 (Death to Fascism)
LSSAH 45: Unexpected Surprise (Leibstandarte Pack 6 - Normandie)
AP140: Misty Morning Mayhem (ASL Action Pack #14 Oktoberfest XXXIV)
D31: St. Barthélemy Bash (Deluxe Advanced Squad Leader)
CH 36: Saving The Breakout (Critical Hit #3 2022 Reprint)
FT58: Dream Is Over (From The Cellar Pack #13)
GRIM2: A-Coy Was A Fine Coy (Clash at Grimbosq)
GRIM3: Enter The 12th SS (Clash at Grimbosq)
GRIM4: Objective: Grimbosq (Clash at Grimbosq)
Designer: Peter Struijf / Chris Mazzei
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanJapanese
57.894736842105%

Overview:

After nearly three weeks of heavy fighting on the beaches, in the jungles and hills of Guam, American commanders could still not say when the battle would be over. The 3rd Marines and 77th Infantry Division continued to face fanatical Japanese resistance, as they jointly pushed northwards to clear the remainder of the island. The small town of Yigo, a key objective, was subject to a devastating artillery attack in the morning. For the ground attack, Stuart light tanks of D Company, 706thTank Battalion, led the way, followed by infantry and the medium tanks of C Company. Coming out of a narrow jungle road, they entered a clearing. Suddenly, machine gun and anti-tank fire erupted from hidden Japanese pillboxes. Two Stuarts were knocked out in rapid succession.
Attacker: American (3rd Battalion, 307th Regimental Combat Team. 77th Infantry Division with C and D Companies, 706th Tank Battalion.)
Defender: Japanese (18th Infantry Regiment, 29th Division)  
6.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:13.0 D:10.0
AFVs: A:5
M5A1 x 3
M4A1 x 2

AFVs: D:0
Type 97B CHI-HA

Guns: A:0 D:2
Type 1 Machine-Moved Gun
Type 98 High-Angle Machine Cannon

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: DTF SR's, SW Purchase, PTO (G.1), LJ (G2.1), Bldgs: Stone, D: Dug-In AFV, PB (B30).
Map Board(s):
37 62 Show/hide map dependencies
PublicationBoard
ASL 13 - Rising Sun37
ASL 13 - Rising Sun (2021)37
ASL Action Pack # 762
ASL 8 - Code of Bushido37
Overlays: G2
Errata (source)
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Last Played:
DateReporterOpponentBal.ResultTimeComments
2024-04-27(D) Andy Hershey vs Dave Johannsen American win[Imported from ROAR]
2023-09-28(D) Richard Jenulis vs Will Fleming Japanese winJapanese lost three buildings but eliminated two tanks.
2022-05-17(D) Jeff B vs Joe Arthur American win5.75 hrsSSR2 is a severe handicap for the Japanese defense, limiting and wasting a lot of good potential traps. Being that the Japanese have very few antitank resources this could quite possibly be a game breaker, as the Japanese probably have to take out a minimum of two tanks to stand any chance whatsoever. My opponent's approach through the east was my least defended area, and he was mercilessly able to exploit it. The Japanese cannot adjust their defense too much until the American Turn 3 reinforcements enter either, so they are in a bit of a pickle. The only reason I didn't concede early was the fact my sniper took out both eastern American leaders, though it was obvious to me it was just a matter of time before American muscle overpowered me. The slow, methodical approach of the attackers dragged this painful process on until the middle of Turn 6, when I finally threw in the towel with the minimum two required buildings looking to be taken. Having played this once I could certainly improve upon my defense, but ultimately it will just come down to how many American tanks are eliminated, and is really just a crap shoot.
2022-03-07(A) Eric Partizan Eric vs American win
2021-12-11(D) Paul Works vs Randy Shurtz Japanese winRandy used some inspired AFV movement through jungle and bamboo (!) to get a tank on my flank, but it ended in a CC reaction Fire attack of "2" that burned his vehicle. Another of his tanks recalled due to a malf'd MA. I killed another Stuart with my AT Gun. Randy's Americans had a chance at the end, but I interdicted too many troops and the Japanese held on for the win.
View all or balance report
ActionDate
Hutch Modified the overview2025-09-30 18:00:51
Hutch Modified the misc. rules2025-09-30 17:59:49
Hutch Modified the overview2025-09-30 17:58:51
Hutch Modified the misc. rules2025-09-30 17:55:35
Hutch Modified the Unit Elements2025-09-30 17:53:20
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(ususmc-jap.png)Imagehoxson1802
Map (DTF-14.png)Map Imageatomic568
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Statistics:
Avg Rating: 6.29Votes: 7
Views: 0
To-Play list count: 0
Estimated Play time: 5 hours
Recorded Games: 7
Archive recorded plays:
American4
Japanese3
Drawn:0

ROAR Data: (as of today)
Pillbox Pains [Confirmed]
[A] American 7
[D] Japanese 5
All Rights Reserved. (c)2022 Dave Ramsey.