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The "Not-So-Finished" Enemy
Marianas 1944 #10
(Attacker) Japan vs United States (Defender)
Formations Involved
United States 6th Marine Regiment
Display
Balance:



Overall balance chart for MARI010
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Marianas 1944
Historicity Historical
Date 1944-08-02
Start Time 01:00
Turn Count 16
Visibility Night
Counters 34
Net Morale 0
Net Initiative 0
Maps 2: 101, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Reinforcements
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

The Japanese didn’t care that some American general had declared the island "secure," and that the Marines now considered their operations "mopping up." They hit the Marine command post that night with only death and honor on their minds. This attack proved to be the last organized attempt by the Japanese on Tinian to attack American units.

Conclusion

The Marines' Lt. Colonel Easley rallied his surprised and initially disordered men. Then, with the help of some late reinforcements, they defeated and drove off the remainder of the enemy. When the smoke cleared, 119 Japanese lay dead around the 3rd Battalion’s command post, but the Marines had also suffered dozens of casualties, including Lt Colonel Easley. A number of the Japanese soldiers possessed the newer sub-machine that their paratroopers had been using in other engagements.

After this fight, the Marines really did mop up, sealing caves and talking civilians and enemy personnel into surrendering. Like all the secured islands, many more casualties accrued during the mopping up duties. Tinian cost the Americans 326 killed in action and 1593 wounded; small numbers compared with Saipan but still losses to families and friends.


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).
  • 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

Display Order of Battle

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

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 (2)

Marianas 1944, scenario #10: The “Not-So-Finished” Enemy
Author JayTownsend
Method Solo
Victor Japan
Play Date 2014-08-22
Language English
Scenario MARI010

Marianas 1944, scenario #10: The “Not-So-Finished” Enemy

Really interesting small scenario as the Marines Command Post sets up unprepared (not dug-in) as the island was declared secure the day before and it’s at night! The Japanese gather enough force for one last Banzai attack which included some SMG units/weapons and they have to eliminate 5 or more American steps but leader count as 3 steps as this is a Command Post after all.

The Japanese start the attack by moving all their units into staging areas to attack at the same time and most of the stacks with three combat units in them, as they may only have one chance and better to assault with the numbers, as many of the American units are reduced type units as well. The American setup in a tight formation but again not dug-in. The Japanese move in close to assault the next turn and take a beating but one large stack of Japanese including high direct fire valued SMG units survive unscratched to assault first the next turn taking out one American step and a Leader counter getting 4 points before dying off and out of one of the other assaults the Japanese managed another step loss of an American reduced unit giving them a 5 point victory before the American reinforcements entered the combat zone.

Funny I kept playing and the Japanese didn’t have much left as far as units when the American reinforcements got there but the damaged was done and the Japanese won a morale victory with five American steps eliminated as leaders count as three.

This one has a high replay value, as I could see this scenario going either way and at first I was going to throw in the towel as the Japanese player, as I lost so many units on the approach to the assaults but once I got a few going and rolled well, then I wanted my American reinforcements to hurry up and get there. I could see a lot of different results happening in this one.

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Not Finished But Pretty Close To It
Author thomaso827
Method Solo
Victor United States
Play Date 2014-10-13
Language English
Scenario MARI010

Marines kicking butt again in this night engagement as the last remnants of organized resistance on Tinian attacks unexpectedly from the beach towards the Marines hunkered down along the edge of heavy jungle. The full moon kept the Japanese from being able to run right up and wait to assault with impunity, not to mention that the Marines set up right on the edge of the jungle so that the Japanese had to stop in the open or light jungle for a turn and get shot at. Abysmal die rolls for the Marines was the saving grace of the Japanese as shot after shot missed in the surprise of having this banzai charge out of the blue after the island had been declared cleared of the enemy. The thing that made a big difference for the Marines was the high morale officers and men compared to a very poor pick of Japanese, with only one Japanese leader having any effect on morale, and most having little better morale than the troops they lead. After the Marine reinforcements came in, the game was pretty much over in two more turns, very effective mopping up action indeed. The death toll at the end: Japanese lost 14 steps (all of the troops) and 3 leaders (leaving only the Major commanding and his Captain adjutant, probably heading off after the action to commit seppuku. Big win for the Marines, and the one or two units that became disrupted were back to normal even before the last shots were being fired.

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