Left Flank Counterattack
Marianas 1944 #2
|(Attacker) Japan||vs||United States (Defender)|
|Japan||56th Naval Guard Force|
|United States||24th Marine Regiment|
|Overall Rating, 2 votes|
|Scenario Rank: --- of 588|
|Parent Game||Marianas 1944|
|Maps||0: 101, 83|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|Kill Them All|
|Scenario Requirements & Playability|
|Saipan 1944||maps + counters|
From experience on Saipan the Marines knew the Japanese normally counter-attacked at night to minimize American advantages in airpower and artillery and to maximize the shock of their attack. General Clifton B. Cates, commander of the 4th Marine Division, ordered the regiments to stop their advance on defensible terrain and prepare their defenses. The Japanese did not disappoint, making their assaults in three areas on this moonless night; the left flank, the center, and the right flank, though the left flank hit first.
Approximately 600 screaming Japanese SNLF troops charged the American lines. Of the three counter attacks that night, this one lasted the longest. The Marines responded with a wall of fire. The attack continued throughout the night, see-sawing back and forth, but shortly before 0600 the vigor of the enemy effort broke, perhaps due to the rising of the sun or the arrival of American tanks.
Americans cannot move until the Japanese are spotted or fire.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|1 Errata Item|
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)
|More Butt Kicking|
This 16-turn scenario has Japanese SNLF attacking at night against dug-in Marines. Japanese have to get to within 5 hexes of any beach hex or eliminate 8 steps of Marines. I tend to balance my stacks so they have INF and HMG and a leader, and when playing the Japanese, this loses that +1 for an all INF force, and probably would make it better to have some assault stacks of all INF with supporting stacks of HMGs staying close but not entering assault. The DF of the balanced stacks is good but the loss to the assault column can be a problem. Worth looking at further in the next games. The Marines formed a line so that the Japanese can't sneak through without being adjacent to at least one dug-in unit or a unit in heavy jungle, which makes for a good opportunity fire and call for an illumination shot. I placed the Japanese into 2 assault groups using the chain of command to try to keep 3 or 4 stacks moving together. 3 moves in, as the first stacks prepared to enter into assaults, this broke down as point blank fire killed or disrupted a central stack in each group. Mortars popped illumination allowing for the massed OBA fire to kill stacks just outside of point blank but well within the illuminated area. Marine firepower did it's job and killed unit after unit, and leader loss rolls weighed heavily in the Marine's favor as the northern most assault wave lost all of their leaders by turn 10. The southern group managed to keep one leader and one undemoralized leader for some time but lost that on turn 14, just as the Marine Sherman joined the battle. It all came down to one surviving SNLF Ensign and a stack of 2 steps of infantry and 2 HMG (one full platoon) trying to get to within the 5 hexes of the beach. Illumination and OBA disrupted and demoralized the HMG and one step of infantry but the Ensign and one step continued on the last turn, only to have close range Marine firepower eliminate that final step of SNLF and disrupt the Ensign at the 5 hex mark. Final death toll, 30 steps lost to the Japanese, to a loss of only 2 steps of Marines. The Japanese could have shared a draw had they not lost that last step on that last turn. Great game.