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
Errors? Omissions? Report them!
Shifting the Lines
Saipan 1944 #36
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 9th Tank Regiment
United States 106th Infantry Regiment
Display
Balance:



Overall balance chart for Saip036
Total
Side 1 0
Draw 1
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 281 of 913
Parent Game Saipan 1944
Historicity Historical
Date 1944-07-02
Start Time 08:00
Turn Count 12
Visibility Day
Counters 25
Net Morale 0
Net Initiative 2
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 126
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

Howlin' Mad Smith decided it was time to slowly withdraw the 2nd Marine Division out of the line to rest them for the upcoming Tinian Campaign (the island is approximately 30 miles southwest of Saipan). to achieve this, the 27th Infantry Division would shift west towards Tanapag. July 2nd was already a busy day for them as the 165th Regiment was mopping up in rough terrain while the 3/105 was pinned down under heavy enemy fire creating a gap between them and their neighbors, the 3/165 and the 106th. The 1st Battalion of the 105th Regiment was ordered north to close this gap. Meanwhile the 106th encountered enemy tanks dug in for use as casemates as they maneuvered toward their assigned area.

Conclusion

The 106th Infantry knocked out five enemy tanks emplaced as pillboxes and make good progress shifting to their new position. By 1800 the 27th Infantry Division had re-formed its lines and was ready to take on the main effort the next day, but Lt. Gen. Yoshitsugu Saito, the Japanese commander on Saipan, had ordered his troops to pull back and reorganize for a final stand on the north end of the island.


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
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Scen 36

The distance between Tinian and Saipan is only 3 miles.

(JayTownsend on 2013 Mar 06)

Display AARs (2)

Saipan, scenario thirty six: Shifting the Lines
Author JayTownsend
Method Solo
Victor Draw
Play Date 2012-12-03
Language English
Scenario Saip036

Saipan, scenario thirty six: Shifting the Lines

An interesting scenario for both sides to figure out on how to setup, approach, attack, defend and win or lose this one. There are so many options but very little time. Both sides have Infantry units and both sides have armor, the Japanese armor is dug-in to try and off-set the U.S. Armies stronger M5 Stuart tanks. Both sides also have similar but different victory conditions.

I set up the Japanese around the main trail running east-west right or wrong, this battle would happen in the flat-lands of this hilly map terrain. The Americans trying to ram through but knocking-off Japanese casualties at the same time! The battle swings back and forth with one side getting a minor victory and then the other, then a major victory, then the other side, each time I thought one side was down, something would happen to change the direction of the battle. The Americans lose a step of M5’s, the Japanese lose a step of Type 95’s to Bazooka fire, the direct fire and assaults take some Infantry steps, the Type 97 is lost and finally the correct steps exit east side but in the very end the scenario it is a close draw!

I think I need to play this one 2 or 3 more times to figure this puzzle out.

Side note, Tinian & Saipan are 3 miles apart not 30.

0 Comments
You must be a registered member and logged-in to post a comment.
Tanks dont make very good bunkers
Author thomaso827
Method Solo
Victor United States
Play Date 2014-09-24
Language English
Scenario Saip036

This scenario has two half-step Japanese tanks dug in and immobilized as bunkers. The handful of Japanese infantry (half of them reduced to start) and an HMG have to cover the width of board 83, while US Army comes in from the east side of the board. The trail to the south of the hill masses is the best route for the US M-5s but the infantry can come along just about anywhere, so the Japanese decided to cover the eastern slopes of the western hill, sitting in jungle so the US troops have to expose themselves to find them. The Japanese guns on the tanks are not very effective, and both were knocked out by turn 5, one getting killed by AT fire from the M-5, the other getting nailed with snake-eyes in assault. The Marines win by keeping casualties low while eliminating at least 1 tank and 5 steps of the Japanese, so the Army major and a rather poor LT lead a force of 2 full and 1 reduced platoons of INF off the west end of the board along the trail followed by the M-5 to get the exit victory. They had already eliminated all but 1 step necessary for a major US win, so the remaining 3 leaders, 3 INF, 1 ENG and 2 HMGs fired, called arty and finally assaulted, getting the last step on the final turn and avoiding all but 1 step of US losses. Great little game, lots of replay possibilities as there are so many ways to defend and attack on this board.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.325 seconds.