Panzer Grenadier Battles on April 25th:
Army Group South Ukraine #2 - False Hope Hammer & Sickle #39 - Insanity Laughs
Army Group South Ukraine #3 - Expanding the Perimeter Iron Curtain #20 - Insanity Laughs
Broken Axis #12 - Târgu Frumos: The Second Battle Scenario 1: Preliminaries New Zealand Division #10 - Medaglie d’Oro
Broken Axis #13 - Târgu Frumos: The Second Battle Scenario 2: Spoiling Attack
Saipan, scenario 26: Overlooking Radio Road
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-12-25
Language English
Scenario Saip026

Saipan, scenario 26: Overlooking Radio Road

Trying to simulate small actions at PG Level can be a hit or miss proposition but sometimes they are just fun. I setup the Marines in set defensive position trying to cover all the area I thought the Japanese might try and slip by. The Marines are NOT dug-in, so I must figure the best way to spread them out but without giving that away I’ll let gamers have the fun of trying this for themselves. Next I must decide how to approach from off board as the Japanese and what victory conditions to go for; exit points and avoiding contact or destroying enemy steps?

This is so small of a scenario, that I quickly had 8 plays in, using a set Marine defense that I thought best covered the map but trying 8 different Japanese attack strategies and approaches. I’ll list all 8 plays as one AAR but post 8 game plays.

  1. Japanese victory attacking two steps of reduced Marine’s Infantry in assault combat and rolling a 6 and then a 5 in two activations in a row or two turns. I little luck here but the reduced step Marines don’t have AT fire rolls, so why not play the odds.

  2. American victory, all Japanese armor destroyed by a platoon of Sherman tanks with armor efficiency and two shots.

  3. American victory, all Japanese armor destroyed by a M3/75mm halftrack after three turns.

  4. Japanese victory, taking out both steps of the American M3/75mm halftracks.

  5. American victory, Heavy Jungle takes out two steps of Japanese tanks and the third is destroyed by an assaulting full step of Marine Infantry with AT firing abilities.

  6. American victory, as again the Japanese failed to slip by the Sherman tanks.

  7. American victory, once again the Japanese armor cannot get around the Sherman tanks.

  8. Japanese victory, the Japanese try the heavy jungle hex again losing two steps in the process but still being able to exit one step off the map for another lucky victory.

I think if you played this 20 times, the Americans would win 15 out of 20 but it’s still fun trying.

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