Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Tanks on the Right!
Marianas 1944 #4
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 135th Infantry Regiment
Japan 50th Infantry Regiment
United States 23rd Marine Regiment
United States 25th Marine Regiment
Display
Balance:



Overall balance chart for MARI004
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 913
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-25
Start Time 03:00
Turn Count 12
Visibility Night
Counters 72
Net Morale 0
Net Initiative 0
Maps 2: 101, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 154
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Inflict Enemy Casualties
Beach Control
Conditions
Off-board Artillery
Illumination
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

On the Marines' right flank, the listening posts stationed along the road a short distance forward of the main lines reported the rumbling of enemy tanks in the early morning darkness. The Japanese committed the bulk of their tank assets on the island to this assault, with their infantry riding on the tanks or following closely behind. The Devil Dogs readied themselves for the assault.

Conclusion

The American naval support illuminated the night for the Marines, taking away the Japanese attackers’ sole advantage. In the morning, 267 enemy soldiers lay dead throughout the U.S. position, along with five knocked-out tanks. While nerve-wracking for the Americans, banzai attacks wasted Japanese soldiers and proved less costly to the Americans than mopping up exercises against well-dug in foes. The three counterattacks cost the Emperor a total of 1,241 men, one-seventh of Colonel Ogata's men in one night.

Additional Notes

American units cannot move until a Japanese unit is spotted or fires.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
United States Order of Battle
Marine Corps
  • Mechanized
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 1466

The 8-3 Marine Infantry counter appears in most of the Saipan 1944 and Marianas 1944 scenarios, replacing the 10-3 DF valued Marine counters for those scenarios and is currently published in the most recent Saipan printing.

(JayTownsend on 2015 Dec 26)

Display AARs (3)

More Tanks in the Dark
Author thomaso827
Method Solo
Victor United States
Play Date 2014-08-01
Language English
Scenario MARI004

Getting to love these night battles. Range matters little when they have to be adjacent to shoot, until the illumination starts popping anyway. The maps sort of beg for the Japanese tanks to attack down the trail, but with a title like Tanks on the Right, I decided to split them and send the full platoon up the right and the reduced platoon along the trail. My Marines were set up in a line, dug in, 3 hexes south of the junction of the boards, and since I set them up before thinking about how the Japanese might enter, I thought that the trail made good sense for the Japanese attacker and put a 37mm with it's disconnected tow jeep just forward of the line of dug in infantry, with the M-3/75 just behind and left of him, so the middle was solid and prepared. I kept the second jeep and 37mm guns limbered and back of the line on the east-west road ready to move to any breakthrough. Mortars were set up in the jungle near the beach where they could fire when called but stay well out of the fire. Japanese infantry started on line with and between the tanks, with the Major and Colonel just behind and in position to move 3 hexes of troops as groups. Japanese plans lasted pretty well until contact, but with the US getting initiative every turn, illumination was delivered as soon as the enemies made contact, and it was like fighting in daylight pretty much the rest of the game. Turn 3 saw the Japanese tank move into assault the Marine's right-most dug in force of 2 rifle platoons and a good quality LT. The Marines searched the foxholes during that initial assault for their bazooka rounds without success, but then the Japanese armor seemed to be oblivious to their being there (the rolls were as bad for the Japanese tanks as it was for the Marines looking for their AT weapons). Immediately in the US turn, the Marines found their AT rounds, and rolled Unit Eliminated. Not just a step loss but the whole platoon. The Japanese armor in the center faired no better as it was eliminated by the M-3/75 in one shot. The game moved from defending against armor to a brawl as Japanese assaulted Marines across the length of the line. US artillery managed to slow down the stacks of Japanese that were approaching the forward 37mm guns just long enough for the guns to get limbered and get the heck out of dodge. The Marines generally had a column better than the Japanese could manage at every point along the line because of their better firepower, so the Japanese started losing steps while the Marines started slowly losing morale. After several turns of assaults in the middle, the colonels on both sides were demoralized but were in hexes with good officers and highly motivated troops who continued to stand. Finally, losses became too much to bear for the Japanese force, and demoralized reduced platoons were in retreat in ones and twos all along the line. Both sides managed to rally here and there, but the Marines simply kept the upper hand, with units on the Marine left leaving their positions to join in the brawl and start rolling up the Japanese right flank. Nearing the time limit of 12 turns, with 30 steps of Japanese lost (including double for the tanks) and only 3 Marine steps lost, and with not a single Japanese unit having penetrated the line, it was time to end the suffering and call the game. A very good scenario, and one I think I took a bit more time in setting up than usual, a setup I would probably keep for face to face play, where often I learn the hard way that my initial setup wouldn't work. Great game.

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Marianas 1944, scenario 4: Tanks on the Right!
Author JayTownsend
Method Solo
Victor Japan
Play Date 2014-08-02
Language English
Scenario MARI004

I am just kind of bouncing through the scenario book replaying scenarios here and there and decided on playing this scenario, as the Japanese are attacking at night against a stronger US opponent but with achievable victory conditions, at least in my mind. Scenarios 2, 3, and 4 the visibility is only one hex, as it is a moonless night and that was missed in the scenario special rules.

The American setup first which forces them to setup spread out across the map, trying not to allow the Japanese access to the beaches. This allowed the Japanese to setup on larger attack force again thin but strong American lines, with a second smaller Japanese force to hitting further south, to keep the American from consolidating their forces. Last a third Japanese tank force to exploit any holes in the American lines.

The American were taking a large total on the attacking Japanese but the Japanese kept pushing on, no matter what their losses were, forcing the American to shift forces, losing the Dug-in status in many cases. Finally the Japanese found two small holes pushing through a small group of Infantry to the beaches which had to be tracked down and destroyed however the second group was three pretty fast Type 95 tanks steps, which played cat and mouse with American forces right to the end of the game, taking out the M3/75 and overrunning one of the 37mm AT Gun units unsupported by Infantry. The US Marines eliminated 26 Japanese steps which would have given them a three to one advantage and major victory as the Japanese only eliminated 6 Marine steps BUT they did not eliminate those three Japanese tanks steps that made a dash for the beaches on the last couple of turns. Not giving up hope as the Japanese player with the mounting losses, the Japanese came away with a Major Victory, using movement to spread out the Americans lines.

Note, next time I play this as the American, I’ll setup closer to the beaches, giving me less area to defend, as this was my critical mistake as the American player.

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Here we are. Come and get it!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants ACav
Play Date 2024-03-29
Language English
Scenario MARI004

This was yet another, nighttime slugfest in the jungles, that emphasized the need for illumination and the power inherent in adjacent-hex firefights. ACav led the Japanese and I had the the Marine command. We used the smoke/illum, excess initiative, strategic movement, extended assault and FOW optional rules.

strong text Once more. the darn hard to differentiate map boards made this a less that optimal experience for those of us with red-green color vision issues. This scenario gets a 3 from me, mostly due to the bad maps. This was a grim one for the Japanese as their step losses accumulated very quickly. Sure enough, their tanks came right down the trail and into the lion's mouth. As others have reported, one of the keys to this fracas is to setup the American force as close to the beach as possible, forcing the Emperor's troops to concentrate and carefully sequence their close assaults. In action, the broad front Japanese attacks suffered a senior leader elimination at the beginning of the 7th game turn, which caused a promising set of close assaults to collapse. They were rebuilt buy the end of th 10th game turn, but by then there were so many step losses to the attacking Japanese, that their prospects were very dim. Marine counter attacks were nearly always successful in this one. Final step losses were 32 for the struggling Japanese side, and only 5 to the American grunts.

An interesting, and kinda balanced scenario that merits play in both SOLO and SHARED play modes.

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