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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Breakout: Seven Lives for One's Country
Saipan 1944 #29
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 1st Yokosuka Special Naval Landing Force
Japan 317th Independent Infantry Battalion
United States 14th Marine Artillery Regiment
United States 25th Marine Regiment
Display
Balance:



Overall balance chart for Saip029
Total
Side 1 3
Draw 0
Side 2 2
Overall Rating, 6 votes
5
4
3
2
1
4.17
Scenario Rank: 55 of 913
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-27
Start Time 02:30
Turn Count 14
Visibility Night
Counters 58
Net Morale 0
Net Initiative 0
Maps 2: 81, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 141
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Exit the Battle Area
Conditions
Illumination
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

The battle for Saipan had moved north, but in the quiet south Captain Saski gathered ever 1,000 surviving soldiers and sailors from various units to break out from the Nafutan Point pocket they'd been forced into. Their surprise attack first passed through a thin Army line which dealt the Japanese 27 killed with the loss of only 4 soldiers before they hit a Marine bivouac area.

Conclusion

The Japanese stormed across the Aslito Airfield and destroyed one P-47 and damaged two others. They continued on until they ran into the 25th Marines and 14th Marines (an artillery outfit) who both held firm. As dawn spread over the island, little remained of the attacking force. The Nafutan Point action might well been fought on another planet, as it was doubtful that General Saito in the north was aware that over 1000 of his troops had perished over the last two days.


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).

Display Order of Battle

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

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)

End Run Wins
Author thomaso827
Method Solo
Victor Japan
Play Date 2023-01-16
Language English
Scenario Saip029

The USMC troops are spread thin in this one. I placed the U.S. artillery set up on the northern hill on Board 83 with range to anywhere on the board. Mortars on the next hilltop to the south where they can use their limited illumination ammo to help, the rest spread out in heavy jungle or town heard where the have at least one open hex visible to their east. Thinking as the attacker then, I put the Service and reduced platoons on the southern flank with 2 leaders, the main force just south of the middle of the board and the SNLF troops behind them to take advantage of gaps that the Japanese Army troops uncover. Illumination helped early on, with 8 steps and a lieutenant lost by turn 3, but once the illumination ammo was used up, the Japanese succeeded in infiltrating the needed 8 steps plus by the end of them 7 while the Japanese Army troops pinned down the senior U.S. leadership and troops in the town to the south with a fruitless assault. Opportunity fire and artillery fire caused a few more disruptions, but the majority of the SNLF force was still heading for an opening on the West edge of the board unhindered. Interesting scenario.

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Saipan, scenario #29: Breakout: Seven Lives for One’s Country
Author JayTownsend
Method Solo
Victor United States
Play Date 2013-01-14
Language English
Scenario Saip029

Pretty fun, fast playing scenario! The Japanese must breakthrough the American lines and exit at least eight steps to win. I set the Marines up towards the middle of map 83 running north to south as there seems to be a few open areas there between the heavy jungle or light jungle where the Japanese must use to break through. I called it, kind of a middle corridor defense. The Japanese tried to fill the open gaps with units and some went through the jungle as well but with the nice on board artillery of: 155mm, 105mm and 81mm artillery & mortars and the ability to shift their line and fill the gaps, save the day for the Marines. It was touch and go until about the last two turns, as the Japanese could only exit 4 steps before the time limit and they lost there fighting ability as organize units.

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Seven lives for one's country or Stay at home on the misdirection play!
Author PatC
Method Solo
Victor Japan
Play Date 2013-01-27
Language English
Scenario Saip029

The US set up with the artillery on the 40mm SW hill. A Capt. and a Inf & a HMG set on the NW hill overlooking the cane fields. The US also had a force in the jungle east of the road. The Axis hit the center of the Allied line with the Rikusentai. The Allies converged on this attack in an effort to blunt what looked like and was intended to be the main Axis thrust. The Allies were able to get into blocking positions and did cause some casualties on the advancing Axis platoons. They took a couple of step losses in return. In the mean time a large group of IJA made a dash for the open ground at the south edge of board 83. Only two stacks of Allied units were able counter this move. They both were quickly overwhelmed by Axis assaults. Axis win. This was a fun scenario. The Allied set up was faulty. They left critical ground poorly covered. This was the rub; they had a lot of frontage to cover and not a large force. The Japanese zigged one way pulling the defense with them and zagged another,leaving Allied platoons beating the air. Faked out on the misdirection play. First down Yokohama. Move the chains.

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