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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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Garapon: City Fighting
Saipan 1944 #35
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 118th Infantry Regiment
Japan 135th Infantry Regiment
Japan 136th Infantry Regiment
United States 2nd Armored Amphibian Battalion
United States 2nd Marine Regiment
United States 2nd Marine Tank Battalion
Display
Balance:



Overall balance chart for Saip035
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Saipan 1944
Historicity Historical
Date 1944-07-02
Start Time 12:00
Turn Count 24
Visibility Day
Counters 68
Net Morale 0
Net Initiative 2
Maps 2: 80, 81
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 149
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Beach Control
Cave Control
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

Second Marine Division Headquarters had transmitted the order to its 2nd Marine Regiment the day before to advance into and seize control of the town of Garapon, the largest city on Saipan and second largest in the Marianas. The 1st and 3rd Battalions supported by the 2nd Tank Battalion and 2nd Armored Amphibian Battalion planned to attack the remaining Japanese defenders in Garapon and the adjacent Flametree Hill area. They also planned to clear the adjacent beach area that still contained Japanese heavy weapons near the water's edge.

Conclusion

Repeated treatments from artillery, aircraft and naval guns had pretty much leveled Garapan. Nevertheless, the Marines still needed their assault engineers, flamethrowers and armor support to root out enemy casemates, snipers and infantry. The amphibious armor helped silence the Japanese heavy weapons still on the beach. By nightfall, Garapan was in the Marines' hands and they could settle in for a well-deserved C-rations.


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
  • Misc
United States Order of Battle
Marine Corps
  • 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 (1)

Saipan, scenario #36: Garapon: City Fighting
Author JayTownsend
Method Solo
Victor Japan
Play Date 2013-01-21
Language English
Scenario Saip035

Holy-moly, don’t overlook this scenario it a tough fight and with different victory condition for each side. City fighting in the Pacific but it is more than that as the Marines must take control of the Garapon city but also the beaches surrounding the city with heavy weapons and the adjacent hill which has a cave causing problems for the Marines below. The terrain is altered a bit but the Marine look to have a powerful armored-Infantry fighting force but if they don’t get their ducks in a row, it won’t matter!

The Marines approach from the south in an armor convoy with some Infantry flanking to the right in the fields and jungle and the LVT (A)-1’s & LVT (A)-4’s flanking to the left and in the ocean in some cases. I thought I could just blast a hole through the center with my Sherman, Stuart, Satan, and M3/75’ armor and kept going but the Japanese were not helpless and the nasty 47mm and 75/88 guns had a bite to stay away from. I kept it close until stack of three Japanese units rolled a 2 making a 3X result against a stack of American Infantry and then a similar stack of Japanese rolled a 12 in another situation, not to mention that 47mm AT Gun started taking a toll on the LVT A’s. The Americans did their damage as well, finally taking out the 75/88 gun but after the Japanese score 19 or more points, the best the Americans can do is a draw but I kept playing but the end result was a Japanese Major victory because of 3 or 4 major mistakes as the Americans. I quit with the Japanese having 37 points and the Americans having 17 points. The Americans do not get points for eliminated enemy units in this scenario. A fun one to play, especially if I plan it better next time as the American side!

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