Panzer Grenadier Battles on December 13th:
Arctic Front Deluxe #4 - Gathering Darkness Little Saturn #5 - Back to the Don
Heroes of the Soviet Union #3 - The Bloodiest Fight Red Warriors #20 - The Bloodiest Fight
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Throw Them Into the Sea!
Saipan 1944 #7
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 136th Infantry Regiment
Japan 1st Yokosuka Special Naval Landing Force
Japan 55th Naval Guard Force
Japan 9th Tank Regiment
United States 6th Marine Regiment
Display
Balance:



Overall balance chart for Saip007
Total
Side 1 0
Draw 3
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
4.33
Scenario Rank: 14 of 588
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-15
Start Time 23:30
Turn Count 32
Visibility Day & Night
Counters 84
Net Morale 0
Net Initiative 0
Maps 2: 80, 82
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 151
AAR Bounty 141
Total Plays 6
Total AARs 4
Battle Types
Kill Them All
Rural Assault
Beach Control
Conditions
Naval Bombardment
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 maps + counters
Introduction

After launching a series of probes to assess both the American dispositions and the invaders' fighting spirit, a large number of Japanese formations marched down the hills to unleash a battle they hoped would throw the Americans back into the sea. This mix of SNLF and Japanese Army units,with the majority of the tanks coming from the SNLF, would launch their attack in the dark of the night.

Conclusion

The American artillery still was not set up on the island and ready to support the infantry, so the call went out for naval support. The answer came from the battleship California. The fire support, along with some armor reinforcements and star shells hammered the Japanese. the Type 2 KA-MI tank was a Japanese amphibious tank, but on Saipan it never got to be used in that manner against the Americans.


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
  • Mechanized
Imperial Japanese Navy
  • Mechanized
  • Misc
United States Order of Battle
Marine Corps
  • Mechanized
  • Misc

Display Errata (2)

2 Errata Items
Scen 7

The Japanese setup should say: Enter anywhere on the north, east or south edges of Map 82.

(JayTownsend on 2013 Mar 06)
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 (4)

Saipan, scenario seven: Throw Them into the Sea!
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-11-24
Language English
Scenario Saip007

Disclosure, I am the Designer and feel all my scenarios fall into the range of 4-5, 90-100% or I wouldn’t have created them, so take my ratings with a grain of salt! The only reason any are a 4, is because they are more difficult to make from design to development.

Saipan, scenario seven: Throw Them into the Sea!

Kind of a fun smaller version of scenario 10, the Japanese must control some beachheads and the Americans must eliminate Japanese steps, so pretty straight forward and the scenario begins in the night. The Marines don’t have any on board artillery support yet and must reply on the Navy but no problem with the Battleship California and other supporting ships off the coast.

The Japanese enter on map 82 in three locations and group into three attack locations on map 80, just outside of the Americans view. This took 10 turns just to position all the Japanese Army & SNLF units, using up a lot of valuable night-time hours. But with the terrain I picked three major attack locations which in hind-sight might not have been the correct offense for this scenario, as true it kept the Marines spread out but left little to reinforce assault hexes or to flank areas if the Marines had to pull units out of the lines to reinforce assault hexes but I went with it. I even crossed the swamp hexes with my Japanese Type 2 KA-MI amphibious tank just to make room on the main road and to finally use the swamp hex and Japanese Amphibious tank for something. The Japanese split off on the three main roads/trails on map 80 and hit the Marines lines just before sun-rise.

As the direct-fire followed by bombardment fire from a battleship blew apart one of the Japanese offenses right away and the Marines not setup as dug-in were in town hexes. The Japanese managed to assault a couple of town hexes after an exchange of Anti-Tank fire between a group of Type 95’s, & Type 97’s vs. a M3/75mm Halftrack with one step of each being lost, creating a wreck in one of the town hexes. The Sherman tanks were fighting farther north against some other Japanese armor and the LVT (A)-1’s were filling gaps or reinforcing Marine Infantry assault hexes. The Daylight really hurt the Japanese not committed to battle yet, as they got blasted once they were in the line of sight! The Japanese had lost 34 steps with most of the rest demoralized or committed to assaults in half step strength when on pulled the plug on the scenarios about turn 27 of a 32 turn scenario, as the American won and the Japanese were too weak to fulfill their victory conditions. I suppose I could have pulled together one more attempt but by then the Americans could have reacted by shifting their own lines, so it didn’t seem worth it. The Americans did lose 9 steps but that matter little in this scenario.

Next time I will attack in two places as the Japanese and leave one large army section in reserve to exploit success or flank Marine positions, as they shift their lines. The good thing about arm-chairing PG battles, is that you always live another day to try again. Fun stuff!

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Por qué me gustan los escenarios de Jay Townsend
Author enrique
Method Solo
Victor Draw
Play Date 2013-07-22
Language Español
Scenario Saip007

En este escenario una fuerza combinada japonesa, integrada por aproximadamente un batallón de infantería del ejército regular, apoyado por dos medias secciones de tanques Tipo 95 y Tipo 97, y un batallón de infantería de marina (SNLF), con el apoyo de dos secciones y media de tanques ligeros, atacan las posiciones de los marines junto a las playas. Los marines cuentan con un batallón reforzado de infantería y el apoyo de dos secciones de tanques anfibios LVT(A)1 y una sección de tanques M4 y otra de artillería autopropulsada M3/75. Los japoneses cuentan con una potente artillería fuera del mapa (2x10, 2x16). Los americanos cuentan con el apoyo esporádico de la artillería naval (1x70 cada cuatro turnos y 1x30 cada dos turnos).

El objetivo de los japoneses es colocar al menos tres steps de sus unidades en hexes de playa al final de la partida. Los marines deben causar al menos 26 steps de bajas al enemigo. La batalla tiene lugar casi todo el tiempo de noche, con visibilidad de apenas dos hexes.

Los nipones dividen sus fuerzas en dos grupos: el batallón del ejército regular al norte y el de infantería de marina al sur. Los tanques quedan en principio en retaguardia a la espera de que la infantería haya creado huecos y les permita avanzar. Los marines forman una línea defensiva paralela a las playas, con una reserva en la población próxima a la costa.

Los imperiales atacan inmediatamente. Envían por delante algunas unidades de infantería con observadores de artillería para machacar las posiciones adelantadas enemigas. Los marines se apoyan en las pequeñas poblaciones para constituir puntos fuertes, pero la artillería japonesa los arrasa produciendo muchas bajas. La potencia de fuego de los marines, individualmente considerada, es muy superior a la de los japoneses, pero éstos adoptan la táctican de atacar con al menos dos secciones de infantería y un líder con modificador de combate (4 + 4 + 1 = 9) para asaltar a secciones de marines aisladas. Esto permite a los nipones asaltar en la columna 18 de la tabla, con efectos devastadores.

Por su parte, los marines se apoyan en el devastador fuego naval y en contraataques para aniquilar al adversario. Conforme pasa el tiempo las bajas crecen meteóricamente en ambos bandos, pero los marines se van retirando hacia la playa y van dejando huecos, por los que los nipones penetran.

Al final ambos bandos consiguen sus objetivos, con lo que la batalla acaba en empate.

La partida ha sido emocionantísima. Este ha sido el séptimo escenario de Jay Townsend que he jugado y no ha habido ninguno que me haya defraudado. Los escenario de Jay son poco "especulativos". No ocurre como en otros modulos de PG, en que es preciso operar con mucha cautela para evitar cierto número -escaso- de bajas. Aquí la acción es brutal desde el minuto uno. Por ejemplo, en el turno 19 los japoneses habían sufrido un 42% de bajas... ¡y los marines un 50%! Y sin embargo el resultado era todavía dudoso. Cuando di por acabada la partida, en el turno 26, los japoneses tenían un 60% de bajas y los marines un 57%. La partida estaba prevista a 32 turnos, pero los marines ya habían conseguido sus objetivo y consideré que los japoneses habían consolidado varias posiciones en las playas y era muy difícil que los americanos hubieran podido desalojarlos en los seis turnos que faltaban. Si hubiera jugado esos seis turnos las bajas aún habrían sido mayores. Téngase en cuenta, además, que la batalla tuvo lugar de noche y con muy escasa visibilidad.

En ningún momento decreció la tensión. Si el objetivo de los wargames es sobre todo divertir, los escenarios de Jay Townsend lo consiguen plenamente.

Bravo, Jay.

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Confusion on the beach !to the
Author leonard (22)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2013-07-17
Language English
Scenario Saip007

This scenario is quite interesting, both for the overall set up and the afterthoughts it generates. We have played with no night rules since special rules are not clear (!!!) enough (visibility is 2 hexes and the "night" word never appears...) I was the Japanese and I chose to try to force the Marines to spread themselves all along the front line parallel to the beach line. SNLF went to the right wing, Army japs to the left and amphibious AFVs + some infantry were threatening to pass through the central road/marsh/swamps The first turns were not an easy going : the tremendous firepower of the Marines combined with their lucky assaults die rolls led to a high casualties among my Japs. When my assault began to succeed eventually, the 26 eliminated steps were easy to get for the Marines and all I could expect was a draw by keeping at least 3 Jap steps on the beaches. I did just that. Now, is it really "throwing them into the sea" ? What really does mean Japanese control of a few beach hexes with at least 3 unit steps ? Why are 26 Japanese casualties so important and further Jap casualties meaningless ? Why is it that the Japanese player is not even forced to begin any assault at all and still get the draw ? Victory conditions are not realistic in this scenario ; they should be worked out a lot more since the situation is really interesting. Again, I regret the absence of the banzai rule in this module : especially when I have to pass through the US troops to reach the beaches.

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Attack's Back Broken in the Dark
Author thomaso827
Method Solo
Victor United States
Play Date 2016-07-29
Language English
Scenario Saip007

This 32-turn scenario has Japanese regular army and SNLF attacking to try to put 3 steps on the beach area by the end of the game. The Marines (I used the 8-3 Marine infantry) have to try to destroy 26 steps of Japanese and prevent the Japanese goal to win. The first 25 turns are in 2-hex visibility. The Marines have 4 turns of 70-factor OBA plus 30 factors every other turn from an offshore battleship. I set up the Marines in basically a skirmish line holding the eastern town hexes and heavy jungle to the north and south flanks so that the Japanese had to get close to somebody somewhere to approach the beach, and the sound of Japanese armor alerted the Marines early on to the attack. The Japanese split up into 2 groups, the SNLF to the north and the regulars to the south, trying to overwhelm the north and south outposts but keeping pressure on the rest of the line with their tanks and some of their troops. The Marines took advantage of their mortar to place star shells and one of the LVT-A1s succeeded in taking out the Japanese Army tanks quickly while the other LVT-A1 moved north to lend armor support to the north flank. Just in time, he joined a Marine defense just short of the northwestern outpost, taking out 4 steps of SNLF armor in just a few turns before joining the defense as the last step of SNLF armor joined an assault against the Marine defenders. The assaults on the town and outposts turned against the Japanese pretty badly, as the Marine morale was just as high as their own and their lower attack factors prevented their gaining the advantage even with their up 1 for Japanese infantry. Step after step of Japanese infantry was lost while Marines took morale losses and then rallied to keep the line, and the Marines holding the unengaged center moved north and south to help strengthen the outposts. At the end of turn 10, Japanese losses were 41 steps including all the armor, while the Marine losses were 2 steps and an LT. The Japanese attack's back broken, and all surviving Japanese troops at least 3 hexes from the beach and demoralized, I called it a game. Even though it didn't last the full 32 turns, it was an exciting game, as any of those assaults could easily have gone the other way. Japanese OBA had little effect, and the huge Navy guns ended up rolling an awful lot of 7s so actually played little part in the fight. Great game.

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