Panzer Grenadier Battles on October 31st:
Go for Broke 2 #6 - Ciorland Red & White #20 - Northern Pincer
Go for Broke 3 #6 - Ciorland Leyte '44 #9 - Drive for Carigara
Go for Broke #6 - Ciorland
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Armor of Guam
Ancient Armor #3
(Attacker) Japan vs Guam (Attacker)
United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for AArm003
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Ancient Armor
Historicity Alt-History
Date 1941-12-12
Start Time 08:00
Turn Count 40
Visibility Day
Counters 94
Net Morale 1
Net Initiative 1
Maps 4: 101, 81, 82, 83
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 246
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Scenario Requirements & Playability
Ancient Armor Base Game
Marianas 1944 Maps + Counters
Saipan 1944 Maps + Counters
Introduction

Deploying the heavy tanks to counter-attack the Japanese beachhead would have been enormously time-consuming. The fast-moving Japanese obliged by moving on the encampment south of Agana where the reinforced American garrison had its headquarters including its tank battalions.

Conclusion

The Liberty tank still wielded impressive firepower, but even with its refurbished engines and additional armor, it remained much to slow for just about any offensive use. The Japanese tanks with their stubby 57mm guns and tin-can armor had no better guns or protection, but did have considerably more speed.

Additional Notes

Errata: The Marines also get 1 Captain and 1 Lieutenant drawn from the Saipan mix.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Guam Order of Battle
Guam Insular Force Guard
  • Leader
Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Motorized
United States Order of Battle
Army
Marine Corps
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