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 #10: Tanks in the Jungle (the second time)!
Author JayTownsend
Method Solo
Victor Draw
Play Date 2013-06-29
Language English
Scenario Saip010

Saipan: scenario #10: Tanks in the Jungle (Posting #1)

I thought I would play this scenario again because when do you ever get to push 9 Japanese tank platoon counters around with three types even and I messed up badly the first time I played the finished version of this scenario.

The major problems for the Japanese are coordinating the attacks of the SNLF on one map and the Army on the other and bring them together somewhat, also finding good terrain avenues for all that Japanese armor to attack in strength. The Major problem for the US Marines are long lines to defend, not knowing where the Japanese will hit, other than the obvious roads and trails but if you put too many units in just those areas the Japanese could easily slip Infantry through to the beach right through the jungle, sugarcane fields and other terrain. The other problem is that it is dark for the first 11 turns with only two hexes of visibility but star shells can be use but with little artillery available at this time, it needs to be used wisely.

The first couple of turns the Japanese maneuver forward and try to hit the American’s infantry with armor direct fire, followed by infantry and off board artillery which the Japanese have a nice dose of in this scenario, to help with the dug-in Marines and town hexes. If the Japanese can find gaps in the thin stretched out American lines, they may be able to get units on the beaches or hex 0610, causing the Americans casualties to retake them. So far the Japanese have lost two steps of armor which count double and one infantry step vs. the US Marines which have lost one infantry step and one 37mm AT Gun step. Very close so far but very early in the battles. So far the Japanese are avoiding the Americans Tanks and AFVs with the exception the LVT (A)-4. Good stuff really enjoying replaying this scenario so far and the fact that it has four maps to maneuver on!

Saipan: scenario #10: Tanks in the Jungle (Posting #2)

I got in a few more turns and the Americans now have 11 points for eliminated Japanese steps verses the 4 lost American steps but situation is still very much in doubt, as the Japanese are setup to assault across the map boards in the next turn, as the darkness has helped them close in but at a price. The south is heavy engaged but in the northern central the Japanese have found a small gap where some armor has slipped through adjacent to a town with no AT weapon close at hand. In the far north, if the US Marines can knockout some of the SNLF infantry they could pull out and reinforce other troubled area in the south and central but those SNLF units are very hard to kill with a 8/8 morale in this scenario.

I need to pull out either my M4 Sherman tank or M3/75mm halftrack or an LVT A4 unit to help with the Japanese armor in the south and central, as the Japanese Armor: Type 95/Type 97/Shinhoto have avoided the conflict with American armor but which to pull out of my already weak line, as most are committed in engaging Japanese Infantry. The Japanese off board artillery is really helping them suppress stronger American units. This one is far from over.

Saipan: scenario #10: Tanks in the Jungle (Posting #3)

A few more turns completed and it has turned into a slugfest in many areas but in some places the Japanese have avoided the conflict and found holes in the American lines. The Marines are readjusting their forces to try and plug these holes but these units are now losing their dug-in status. As it stands now, the Japanese have lost 23 steps as armor counts double and the Americans have lost 13 steps. The Japanese are doing better than my first game so far but there is a lot of turns left and at this rate many more casualties to come. I have no idea of the outcome, but the Japanese can’t waste too much more man power, unless it counts. The Americans lost the M3/75mm half-track platoon to a stack of 3 platoons of Japanese armor that activated first. I many have to pull that Sherman tank platoon out of the line after all to counter this Japanese armor that broke through in the north central area, as the Japanese armor in the south is still bottled up a bit.

Saipan: scenario #10: Tanks in the Jungle (Posting #4)

The battle continues! The Japanese have achieved a breakthrough in the south, as too many American units are tied up in the north. Now is the time to pull them out of the line and bring them south but unfortunately my Sherman Tank platoon got tied up in assault combat and I badly need to pull it out in the next turn and I lost a LVT A4 unit to those Japanese tanks, as the LVT’s of all types have just as weak as armor protection value as the Japanese tanks. It is whoever rolls higher first.

I am playing the Japanese much better this game, as they are find the holes, not trying to force things as much as last time but still keeping the Americans pinned down in all areas of the map but now that the gaps have developed I need to play much better American strategy. We will see as currently it is a draw by victory points, as both sides have minor victories already and both sides are in position to move up to major victory conditions.

Saipan: scenario #10: Tanks in the Jungle (Posting #5)

After some pushing back and forth the Japanese easily achieved a major victory this time with the Americans losing over 26 steps eliminated and at least 5 beach hexes with Japanese in control and units on them! The Americans tried to deny the Japanese their major victory by taking back the beach hexes not could gather enough strength in all the locations to do it, in fact a platoon of Sherman tanks went down the coastal road out of a jungle hex and ran into stack of Japanese armor that consisted of two steps of Shinhotos and three steps of Type 97 tanks. The Shin rolled first against the Sherman tank rolling a 10 plus 1 for being adjacent, and 3 for the armor attack factor, thus the Sherman Tank took a step loss and went demoralized. My first Shinhoto victory against a Sherman tank! It wasn’t until the last turn when an American INF & HMG roll a 12 against a full step of SNLF INF eliminating both step and achieving and American Major Victory bring their total Japanese eliminated steps from 33 to 35 on almost the last dice roll of the game. If it weren’t for that dice roll it would have been a Japanese victory but instead it was a Draw as both sides achieved a Major Victory.

This scenario played out much closer than my first attempt and all so close to a Japanese victory but a draw will work for now. The difference being, the Japanese didn’t waste valuable resources trying to push numbers through the whole front! They kept the Americans busy and occupied on the whole front but only pushed strong forces through the gaps or weak areas and didn’t waste their armor against American armor and AFV when possible. Bring my SNLF forces on map 82 instead of the north map 80 helped as well. The darkness helped the Japanese in this scenario and the nice off-board artillery but still with only 14 turn, this is a very tense scenario.

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