Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Saipan, scenario four: Blue Beach Push
Author JayTownsend
Method Solo
Victor Japan
Play Date 2012-12-01
Language English
Scenario Saip004

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 four: Blue Beach Push

As the designer I had no idea where the hill would be located on the finished map compared with town hexes but I would recommend setting up all your Japanese defensives around hill hexes center on hex 1215 as that is the basic victory objective, the small hill in the north has no effect on anything in this scenario. In my games, the Japanese decided not to defend with any units forward in the Chalan Kanoa town as road blocks but every unit back on the hill centered on hex 1215. The Marines attacked on both roads that converge on the hills east. The Terrain is difficult but by turn three, contact was made on both end of the hill. The Japanese opened up with 2 x 10 off board artillery and 1 x8 & 1 x 4 on board artillery and one LVT was lost to a 37mm AT gun, back and forth firing and one assault took place but to my surprise the Americans could not get 7 steps of units on those hill hexes, but only 4 steps of LVT A’s, as the LTV’s don’t count and no Infantry at all were able to conquer the hill as two units were demoralized and took forever to recover and head back to the front. The Japanese lost 2 steps, the Americans 1 step but the Japanese came away with the victory, and on paper, I thought no way.

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.057 seconds.