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Those Small but Deadly Hills
Marianas 1944 #16
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 38th Infantry Regiment
United States 22nd Marine Regiment
Display
Balance:



Overall balance chart for MARI016
Total
Side 1 2
Draw 2
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
4.2
Scenario Rank: 40 of 913
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-23
Start Time 12:00
Turn Count 16
Visibility Day
Counters 29
Net Morale 0
Net Initiative 1
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 136
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

The morning began with the enemy offering little resistance, but by afternoon the situation had changed. As the American front line tried to swing around the neck of the Orote Peninsula, assault units began to receive intense fire from a series of small hills surrounded by rice paddies and very mushy ground. Mortars and artillery fire added to the challenge posed by these defenses.

Conclusion

The Marine tanks moved forward to knock out the Japanese positions in the hills, but the wet ground in the rice fields forced the armor to stay on the roads and trails. While maneuvering along those roads and trails, one tank hit a mine and Japanese anti-tank fire put another out of action. One infantry company skirted the first rice paddies only to find another one covered by deadly automatic weapons fire. Finally, the Marines called on the USS Pennsylvania which laid down 14-inch shells for 30 minutes, pounding the hills. But as the smoke settled, so had the sun. Command ordered all units to pull back to better defensive terrain for the night.

Additional Notes

Use Mire rules from 4th edition for any off road movement by American M4s.

The victory conditions for the Americans indicate " only undemoralized enemy units", it should read "only demoralized enemy units"


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
  • Misc
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)

Marines - Kicking Butt and Taking Names Again
Author thomaso827
Method Solo
Victor United States
Play Date 2014-10-03
Language English
Scenario MARI016

This little gem has the Marines coming from the south end of board 81, in pretty good strength and accompanied by a Sherman platoon. The Japanese are in pretty low strength and are split to hold the two hills on the board. The big problem facing the Marine Shermans is the weather, with the Mire rule firmly in place. Since there is only a brief trail leading onto the board, the Sherman has to start rolling for Mire pretty early in his treck, and I made it in about 6 hexes before it struck. Inside that, one hex was mined but turned out to be a dummy and didn't stop them (when playing solo, I don't look at the values, setting them in face down so they are a surprise to both sides of me as I play). Marines succeeded in taking the large 2-level hill by turn 9 with half of the troops led by the Captain while the Major lead the rest on towards the smaller but more distant hill further north. The entire Japanese force was killed with good die rolls for the Marines while the Japanese just managed a few disruptions during the process, slowing but not stopping the Marines. Even the Japanese leaders died in place. I forgot to use the decapitation rule, as the Japanese Captain was holding the 2nd level hill with an Infantry and Mortar and died valiantly with them. In the end, the Marines swarmed the second hill, trading ineffective DF shots but doing very well in assaults. On the very last of the 16 turns, the last stack with an LT, an Infantry and an HMG was destroyed, leaving a single step demoralized HMG, even having eliminated the LT. 2 hills captured, 3 steps lost (the Sherman stopped risking mires and possible loss to AT fire at a distance where he was able to put a few long range and ineffective shots on target. This was a 'down to the wire' sort of game, as that last Japanese stack might have won that exchange and prevented the capture of the second hill, and might have turned things around with a little bit of luck in the last few turns. Great game.

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Marianas 1944, scenario #16: Those Small But Deadly Hills
Author JayTownsend
Method Solo
Victor Japan
Play Date 2018-08-18
Language English
Scenario MARI016

Marianas 1944, scenario #16: Those Small But Deadly Hills

These were deadly Hills and the terrain, soggy ground and minefields were all a major headache for the advancing Marines, that plus no artillery support cause the Americans to take chances as they only had 16 turns to do a lot with only a little. The Japanese covered the main southern hill very well including three minefields. They cover the northern hill with a smaller force but the Marines never had time to make it there. The first major blow happen when the Americans hit a three point minefield adjacent to a stack of enemy units and between the two they destroyed two Marine Infantry steps and one Leader.

In this scenario, I actually had more Marine step loses than Japanese, 5 to 6, which I believe is a first for me but included a tank/M4 step which counted double, lost to a Japanese 47mm AT Gun. Needless to say, the American completed zero victory objectives while the Japanese did most of their for 20 to 5 Japanese victory. This is actually a difficult scenario for the Americans.

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