Panzer Grenadier Battles on February 24th:
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Out of No Where
Marianas 1944 #11
(Attacker) Japan vs Guam (Defender)
United States (Defender)
Formations Involved
Japan 144th Infantry Regiment
Japan 2nd Maizuru Special Naval Landing Force

Overall balance chart for MARI011
Side 1 8
Draw 1
Side 2 0
Overall Rating, 9 votes
Scenario Rank: 48 of 609
Parent Game Marianas 1944
Historicity Historical
Date 1941-12-10
Start Time 09:00
Turn Count 20
Visibility Day
Counters 64
Net Morale 0
Net Initiative 2
Maps 2: 80, 81
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 151
AAR Bounty 156
Total Plays 9
Total AARs 2
Battle Types
Amphibious Landing
Kill Them All
Urban Assault
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Marianas 1944 counters
Saipan 1944 maps + counters

The Governor of Guam, a 22-mile-long, 6-mile-wide American-ruled island int eh Central Pacific, did not receive the news concerning the attack on Pearl Harbor until the 8th of December. For the next two days Japanese aircraft from Saipan (about 100 miles northeast) bombed and strafed the Piti Navy Yard, Standard Oil refinery, and other locations throughout the island. The Marine barracks suffered in the attack, and the Japanese sank the minesweeper USS Penguin. On the 10th Japanese assault troops of various formations hit the island at four locations. Would the U.S. Navy and Marines, as well as the Guam Insular Force Guard, put up a fight?


The Marines, naval units, and Guam Insular Force Guards put up light resistance before surrendering to over 5,900 Japanese troops. The Marines lost five killed and 13 wounded, the Navy eight killed and the Guam Insular Force Guards lost four killed and 22 wounded, not to mention the loss of two patrol boats, one minesweeper and one freighter. Over 406 U.S. service members were captured. The Japanese losses were light with one killed, six wounded and one aircraft claimed shot down.

Additional Notes

Surrender rule is in effect for all American and Guamanian units and leaders.

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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Guam Order of Battle
Guam Insular Force Guard
  • Leader
Japan Order of Battle
Imperial Japanese Army
Imperial Japanese Navy
United States Order of Battle
Marine Corps
  • Misc

Display AARs (2)

Marine Alamo
Author thomaso827
Method Solo
Victor Draw
Play Date 2014-10-17
Language English
Scenario MARI011

This interesting little gem was hard fought right down to the last of the 20 turns. Marines and Guam native troops hold the town and village hexes as well as they can with their limited numbers against Japanese SNLF landings on two board lengths of beach and will be attacked some time after turn 8 by Japanese regular troops coming from the other side of the island. I split the invasion forces so they could hit both Marines and Guamanians at the same time, and SNLF vs Marine assaults took place very quickly while it took one more turn for SNLF to maneuver into contact with the Guam troops. I had decided to try keeping the stacks pure, all infantry with leaders and not mixing the HMGs with them to keep the Japanese assault bonus as much as possible, and kept the HMGs as hard hitting support stacks. Hit the target hex with the HMGs first, then assault with the infantry. Outside of some really poor die rolling, this worked. Everywhere, assaults took longer than I thought they would to eliminate or dislodge Allied troops. Even through step losses, the surviving Guam troops seemed dedicated to holding on as long as they could. While this didn't cost the Japanese much in the way of casualties, it made it all the more likely that there wouldn't be a Japanese win. As hex after hex of Allied defenders started falling to the Japanese, the Guam force finally lost it's last village hex and caused a demoralized Japanese officer to flee the board. Marines also held out much longer than I thought they would. Once the central town hex fell, the Japanese split and headed for the northern most town hex on the southern board and took it fairly quickly, but the force heading south had a tough time of it. The Marine HMGs and LTC held up in the village hex to the southeast and caused a lot of demoralizing among the Japanese regulars coming over the hill, but bombardment and airpower helped to demoralize the Marine defenders and then an SNLF force attacking from the east with direct fire finished them off. It was down to the last coastal town to the south, where turn after turn, Japanese in assault failed to do more than briefly disrupt the Marine LT, never hurting the infantry platoon, while the Marines with their lower numbers managed to disrupt and demoralize the Japanese for several turns. By this point, the Japanese couldn't use their bombardment or air assets because of the size of their assault force in that last Marine hex. Japanese troops came from the north and east to surround the town, even the Japanese gunboat came up and closed the circle around the town. But when turn 20 ended, the Marines still held, the Japanese assault force was nearly exhausted, and the points were exactly tied. It would have been so easy for a few die rolls to go the other way in either that last town or in the previous one, allowing the Marines to hold on to two hexes for an outright win. My Marines and Guam troops never had much chance to capture the landing boats, so the highest points were achieved just through the loss of 5 steps of Japanese troops and keeping the last town from falling. Great little game. As near perfect as I have seen, so I had to give it a 5.

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Marianas 1944, scenario eleven: Out of No Where, Guam 1941
Author JayTownsend
Method Solo
Victor Japan
Play Date 2014-08-02
Language English
Scenario MARI011

Marianas 1944, scenario eleven: Out of No Where, Guam 1941

Who doesn’t want to play a Japanese amphibious scenario! Ok it’s an uneven matchup but the victory conditions off sets this, a nice bit. The Japanese also get some land reinforcements that have landed on other parts of the island and a huge naval artillery support along with the rare air-support for the Japanese in PG scenarios. The Americans have the U.S. Marines but equipped with 1941 weapons and the whole Guam Insular Force Guard equipped with even worst but are a needed man-power. Both sides have an on board Gun-Boat.

The first turn started off poorly for the U.S. Gun-Boat which was first struck by a Japanese Betty (G4M) rolling a snake eyes or 2 on the dice and now sits at the bottom of the ocean. The Japanese landed the Daihatsu landing-craft mostly out of direct conflict with American units and move down the coast taking town hexes until it meet the main American resistance in the larger city hexes. At first it look like a cake walk with that large off-board naval artillery support until the Japanese started losing some steps in those city assault combats. Fortunately for the SNLF their Army counter parts started to arrive in force and swung things back their directions.

The American/GIFG forces had lost 14 steps not counting leaders but managed to keep one Japanese overlooked village, while the Japanese lost three steps but controlled all the rest of the city/village hexes for a 26 point to a 20 point Minor Victory. Really if the Japanese hadn’t overlooked a faraway village hex they should have had a major victory. A fun scenario to play, difficult for the American forces but not impossible to win! Another step or two, and it goes the other way.

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