Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Saipan, scenario seventeen: On to Magicienne Bay
Author JayTownsend
Method Solo
Victor Draw
Play Date 2012-11-23
Language English
Scenario Saip017

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 seventeen: On to Magicienne Bay

A small, short scenario that revolves entirely around casualties! The Americans have the strength to swat this attack but the Japanese hit from two different directions and with a step of armor as well. As the Japanese make contact the Marine’s direct fire has such effects, that the Marines hit the victory condition pretty fast with some nice dice rolls but with this the Japanese did not give up, as they could still cause a draw by eliminating 3 steps of American steps.

So before throwing in the towel as the Japanese I just kept assaulting the Americans positions strung out on the roads & trails, assault after assault no matter what the losses and then hit those few demoralized Marines units again until I either run out of Japanese steps or achieve the draw victory conditions. As it worked out the Japanese were able to reverse the Marine victory into a Draw. The Japanese lost 7 steps with most of the rest demoralized but the Americans lost 3 steps resulting in a draw at the very end of the scenario.

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