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Saipan 1944 #21
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 136th Infantry Regiment
Japan 47th Independent Mixed Brigade
United States 24th Marine Regiment

Overall balance chart for Saip021
Side 1 1
Draw 2
Side 2 2
Overall Rating, 5 votes
Scenario Rank: 60 of 609
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-20
Start Time 10:30
Turn Count 22
Visibility Day
Counters 66
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 141
AAR Bounty 156
Total Plays 5
Total AARs 2
Battle Types
Enter & Exit
Kill Them All
Rural Assault
Cave Control
Entrenchment Control
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 maps + counters

While Chambers' men were clearing Hill 500, Lieutenant Colonel Rothwell's Marines of the 24th Marine Regiment were racing through a new defensive line thrown up by the Japanese. Most of the Japanese forces had only just withdrawn to these new positions and were still working to dig in. But the area represented "exceptionally good tank terrain" and the 4th Marine Division assigned Rothwell comparatively heavy armored support.


Rothwell executed what the battalion's action report termed "the best coordinated tank and infantry attack of the campaign." The flame-throwing M3A1 Stuart Tanks, nicknamed Satan, were very successful in the Saipan and Mariana Islands campaign. This success led to the adaptation of Sherman tanks with bigger fuel storage units for use in later campaigns.

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
United States Order of Battle
Marine Corps
  • Mechanized

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 (2)

Saipan, scenario twenty one: Coordination
Author JayTownsend
Method Solo
Victor Draw
Play Date 2012-11-27
Language English
Scenario Saip021

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 twenty one: Coordination

In this scenario the Americans have different victory levels for controlling certain amounts of caves and entrenchments and at the same time how many units they exit from the north edge of the map. The Japanese have different victory levels depending on how many American steps they eliminate, but don’t worry the Americans will have to come to them to achieve their victory conditions. There is only one map with the biggest mountain-hill on Saipan and thick jungle with a trial heading all the way to the top. But the main trail going north-south has some wide open territory with light jungle, open hexes and so on surrounding it, so the tanks could just run up the west side without too much difficulty.

Setting up the Japanese defenses, I put two caves in the Mountains and one entrenchment there and I set up another entrenchment north blocking the open road off the map adjacent to the town, so the Americans couldn’t just run their units off the map to fulfill part of their objectives too easily. The U.S. Marines attacked with half of their forces to clear the open trail, town and entrenchment in the north-west of the map and the other half to attack the Japanese fixed locations in the mountains. The Marines sent most of their engineer units and one Satan tank into the mountains with rest of the armor and AFVs heading up the west open trail north and the Infantry divided pretty evenly between the two groups.

The fighting was heavy and to my surprise the Americans took most of their casualties in the lowlands hitting that town and entrenchment in the more open areas as the armor took a beating with some big dice rolls from the 47mm AT Guns and the 70mm Guns trying to block the easy exit points north but the Marines still had to take that entrenchment and at least 1 or 2 more caves or entrenchments in the mountains. The Americans positioned their attacks very wisely, hitting these positions with a good dose of direct fire followed by another stack of Infantry with at least one engineer or Flame unit or even a Satan tank when possible, and lost about 5 steps in the mountains taking two fixed positions but in the lowlands they lost 6 steps taking one fixed position before exiting 26 steps off the north edge of the map. So the Japanese achieved a major with for eliminating 11 steps, one over the 10 they needed but the Americans also achieved a major victory for taking three out of four fixed positions and exiting 26 steps off the north edge of the map which was one more than the 25 they needed. This made the whole scenario a Draw!

This could have turned either way, depending on both the defensive setup and the attacker approach. I am not sure I did either the best way, as it was draw with both sides winning. That long winding trail up the mountain and through the jungle is so fun to climb, at least on card-board maps!

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Coordination or How to loose steps in an orderly manner 101.
Author PatC
Method Solo
Victor Japan
Play Date 2014-05-10
Language English
Scenario Saip021

The Axis set on the southern end of the northern hill with positions just north of the East-West road. The principle position had Four Inf and an Hmg guarding the area around the 1313 road junction.

The main Allied attack pushed down the western road. Another group consisting of both Satans & nine Inf and one Flame platoon attacked down the right side of the board. This group lost one whole Satan platoon and three Inf steps and a Flame step just getting by the Axis's eastern main line. And once that line was breached they had no where to go. The only choices being move over to the west and follow the attack down the western road or plunge into the thick jungle and most likely never be in a position to exit the board or even reach an entrenchment or cave.

By 11AM the Allies had lost 10 steps and were just now approaching one cave and one entrenchment. The best the Allies could do at this point is a draw but decided to try to plunge ahead anyway.

By 12:45 the Allies had still not captured any cave or entrenchments and had lost an additional three steps including a M4 step. At this point the Allies retired. Rating 3. The Allies missed just too many activation rolls and lost too many steps in assault. But most of all the Axis artillery was "in the zone" and just could not miss. Several step losses and and many disrupions and demoralizaitons and double demorializations were inflicted on the Allies by the OBA. In addition the Axis had several "friendly fire" incidents that never even caused a moral check.

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