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Deadly Crossfire
Saipan 1944 #22
(Defender) Japan vs United States (Attacker)
Formations Involved
United States 2nd Marine Regiment
Display
Balance:



Overall balance chart for Saip022
Total
Side 1 5
Draw 0
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
4.14
Scenario Rank: 62 of 913
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-22
Start Time 09:30
Turn Count 16
Visibility Day
Counters 25
Net Morale 0
Net Initiative 0
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 127
AAR Bounty 153
Total Plays 6
Total AARs 4
Battle Types
Entrenchment Control
Conditions
Entrenchments
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

At the base of Mount Tipo Pae, a wooded height overlooking Saipan's western beaches, determined Japanese defenders had already turned away one probe by a battalion of the 6th Marines and another by the regiment's Scout-sniper platoon. A battalion of the 2nd Marines moved up to try their luck at clearing the small, wooded ravine concealing Japanese rifleman and machine-gunners. As the battalion slowly advanced, they discovered that the Japanese had tunneled into the slopes of either side of the ravine.

Conclusion

While the Marines driven off earlier in the day watched from the summit of Tipo Pale, the Marines of 2/2nd cleared a few positions but soon found themselves under deadly crossfire and had to withdraw. The Japanese would hold on to this area for two more days before pulling out to avoid being surrounded.


Display Order of Battle

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

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 (4)

Marines need to get to Entrenchments ASAP
Author Dan_Huffman (United States)
Method Face to Face
Victor Japan
Participants Warhawk1955
Play Date 2016-02-12
Language English
Scenario Saip022

Survey the map for one hexes of jungle. This will get the Marines to trail fast. With 9 platoons and a flm make 4 stacks. This way, ideally, you can have 2 hexes occupied next to IJA positions.

Cause the IJA to fire then move the flm next to the dug in position. Hope to get initiative

``on the next turn to assault. Flm unit negate first fire.

The combat bonuses of the Marine leaders will hold them in good stead. Due to jungle rules you may have

`` to put 3 platoons in one hex. Jungle does give -2 to help offset to +1 density factor.

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Contested to the Bitter End
Author thomaso827
Method Solo
Victor Japan
Play Date 2016-02-15
Language English
Scenario Saip022

This small 16-turn scenario uses just a handful of counters, 4 Japanese infantry, 2 Service and an HMG for the Japanese lead by 3 LTs and a Sgt, 8 Infantry and a Flamethrower for the US, lead by a CPT, 3 LTs, and a Sgt. The Japanese have 2 entrenchments that the Marines have to take by the end of 16 turns. Setting up the Japanese, I placed the entrenchments, one at the south end of the 60M elevation and the other on the 80M hilltop, placing the HMG and a Ser with an LT in the hilltop entrenchment and 2 infantry with an LT in the southern entrenchment. The other Service with the Sgt went in between the two entrenchments where he could help reinforce either one, and the other 2 Japanese infantry with the final LT acted as an outpost that could react and attack unwary Marines in the jungle before they might get to the entrenchments. The Marines entered on the trail at the south of the board, with the Cpt leading the Flamethrower engineer platoon, the Sgt and the 3 LTs each getting 2 Infantry platoons. Using the chain of command thing allowed the Sgt to lead, followed by an LT, then the Cpt, and finally another LT, with the final LT following along on the next activation. This allows the Marines to cross the board fairly quickly on the trail. The Marines split up, the Cpt, an LT and the SGT moving east towards the hill on the trail that leads to the hilltop, while the other 2 LTs moved on north hoping to envelop the hilltop entrenchment. The outpost Japanese force with a really good LT assaulted the leading Marine elements under the 8-0-0 SGT and drew first blood, causing a step loss and demoralizing the SGT, but the US Captain in the next hex stepped in with the Flame unit and wiped out the Japanese force, allowing things to progress until they reached the southern entrenchment and assaulted. The dice just were not in the Marines favor and even with the Flame unit, the Japanese caused two step losses, one to the Flamethrower and one to an infantry platoon stacked with him, and killed the Captain. Decapitation had no effect and the southern attack force brought in the LT to take over while the northern force started their own series of assaults. The northern entrenchment wavered as the occupants were disrupted but the Japanese SGT with another Service platoon joined in and the Marines were simply unable to roll high enough to push the Japanese out of the entrenchment. The southern entrenchment demoralized the Flame unit and caused another step loss, but the LT had another reduced platoon to throw in, disrupting in turn the Japanese force. Down to the wire, neither assaulting Marine force could push the Japanese out in the end, and the game ended in a Japanese victory as anything but having both entrenchments in their possession at game end was going to be a Marine loss. Great little battle for a snowy day at work.

Played using the lower 8-3 Marine infantry.

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Saipan, scenario 22: Deadly Crossfire
Author JayTownsend
Method Solo
Victor Japan
Play Date 2012-12-29
Language English
Scenario Saip022

It seems like a straight forward scenario, take control of two entrenchments as the US Marines and win but there is so much more, how the Japanese setup their defenses, how to approach and attacks these defenses as the Americans and oh yeah the terrain puzzle to boot!

At first I thought I had an excellent attack plan and movement approach as the Marines but after not breaking down some Japanese units that would later reinforce some of the Japanese entrenchments and some awful dice rolls, things started going very badly for the Marines. They end up taking twice as many casualties as the Japanese and could only take control of one entrenchment, as in this game it was one entrenchment too many and a Japanese victory!

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Race Against Time
Author Hugmenot
Method Solo
Victor Japan
Play Date 2013-11-24
Language English
Scenario Saip022

House Rule: I reduced the American marines INF to 9-5/5-5 for this scenario.

Played solo in less than 90 minutes.

I set up the two Japanese entrenchments far north with a small screening forces (2 units and 3 leaders) in front on them. The idea is very simple; to delay the American advance 1 or 2 turns.

The Americans make contact with the screening force on turn 6 and assault them the next turn. It takes two turns to eliminate them and there are only 8 turns to take control of the two entrenchments. The Americans take control of the first entrenchment on turn 13 but the flamethrower unit is disrupted and lose a turn recovering. The other entrenchment still has 3 steps of defenders when the engineer joined in the assault. The Japanese lose 1 more steps but both reduced units passed their morale check. The Americans need a "4" or better on the last assault but roll a "1".

Japanese victory.

I gave this scenario a "3". Not many decision points but they are critical as the Americans are fighting the clock as much as the Japanese.

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