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
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White Beach 1 & 2
Marianas 1944 #1
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 50th Infantry Regiment
United States 24th Marine Regiment
United States 25th Marine Regiment
United States 4th Marine Amphibian Tractor Battalion
Display
Balance:



Overall balance chart for MARI001
Total
Side 1 0
Draw 3
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 218 of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-24
Start Time 07:45
Turn Count 15
Visibility Day
Counters 99
Net Morale 0
Net Initiative 1
Maps 1: 101
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 156
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Airfield Control
Inflict Enemy Casualties
Beach Control
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Counters
Introduction

The obvious landing beaches for the invasion of Tinian fronted Sunharon Harbor right at the foot of Tinian Town. The Japanese knew this, and prepared to defend the area accordingly. Major General Harry Schmidt, the commander of V Amphibious Corps, made every effort to make the Japanese believe the landing would hit the harbor area, employing a large decoy force and regularly bombarding that locale. While participating in this ruse, the battleship Colorado and destroyer Norman Scott received hits from a hidden Japanese 150mm gun inflicting 62 killed and 245 wounded sailors on the two ships and putting them out of action. However, the true landing areas for the U.S. Marines landing lay in the northwest corner of the island on two very narrow beachheads called White Beach 1 and 2. Neither was heavily defended, thus encouraging the assault.

Conclusion

By the end of the day, 15,614 Marines defended a beachhead nearly a mile deep, as support vehicles and supplies began to land. The toll they paid for that real estate totaled a modest 15 men killed, 225 wounded, and three LVTs lost, plus damage to the Colorado, Norman Scott, and several other small vessels. This compared quite favorably to Saipan, but the men ashore braced for the expected night-time Japanese counter-attacks. The Japanese sacrificed 438 of their 9,000-man force in the initial defense.

Additional Notes

Wrecks apply in beach hexes.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Misc
United States Order of Battle
Marine Corps
Navy
  • Misc

Display Errata (2)

2 Errata Items
Scen 1

Marianas 1944 01. White Beach 1 & 2 is also an amphibious landing scenario.

(JayTownsend on 2014 Aug 26)
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 (3)

Marianas 1944: scenario one: White Beach 1 & 2
Author JayTownsend
Method Solo
Victor Draw
Play Date 2014-08-02
Language English
Scenario MARI001

Marianas 1944: scenario one: White Beach 1 & 2

Being Memorial Day weekend I had to get a PG scenario on the table and one from Marianas 1944 at that. Tinian 1944 was the battlefield of today.

As it was historically the two beaches of the initial landings bottlenecked with narrow beach enter points surrounded by small cliffs and narrow ocean approach paths with coral obstacles to get around. Organizing landings and pulling out LVTs is a skillful challenge under enemy fire but with help of naval fire, artillery fire from Saipan and naval air-support, the landing were flowing. The US aircraft took out the Japanese 75/88 right away with a lucky 12 dice roll of a Corsair strike, which was the biggest thread to naval units and landing-craft.

At first I thought it might be too easy for the American forces but the landing beachhead bottlenecks and the 15 turn limit started to take a toll on the Marines. The Japanese eliminated two adjacent US Marines steps with a 2 dice roll to add to the one loaded LVT lost to the Japanese 75mm gun including a Major leader counter and two Marine steps. Then I start to worry if the Americans could achieve the victory condition at all?

The small embankments historically prevented the LVTs from moving inland from the first beach hexes in this scenario so management of them is critical. But once I broke out of the beachheads, time was growing short! The Americans finally cleared the airfield hex and all but one Japanese Casemate from the beach hexes and 5 hexes in. It all boiled down to the last turn assault on that Japanese casemate and the Marines successfully assault it with 3 Marine Infantry units just to make sure, giving them a very close victory but not really, as in their rush to achieve these objectives, they lost 7 steps: 5 INF, 1 ENG and 1 LVT and two leaders. This gave the Japanese a victory as well, causing this scenario to be a Draw!

I believe it was a pretty good scenario, as I wasn’t sure who would win it throughout the whole thing, my thought process went back and forth. Plugging minefield counters in that beachhead bottleneck really slowed the Marines progress down. Japanese setup and Marine entry could vary a bit giving it a nice replay value and this is one of the smaller amphibious landing scenarios making it a faster playing scenario.

In real life the Marines lost 15 killed and 225 wounded plus three LVTs lost so I guess I might have done a little worst but close.

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More Blood on the Sand
Author thomaso827
Method Solo
Victor United States
Play Date 2014-08-08
Language English
Scenario MARI001

After getting my feet wet, so to speak, with the Counter Landing scenario, this one was easy enough to sort out. The scenario takes every Marine leader counter in the game, so there are plenty of leaders running around, and I happened to get the good side on just about all of them. The Japanese didn't fair so well, with a lot of -0-0 leaders and a couple of 7 morale LTs. I set up the Japanese with the two casemates on the cliffs overlooking the beach, the big guns in the jungle just back from the central cliff hexes where they could get some shots at approaching LVTs, and nearly all the infantry in jungle next to the 4 hexes that were available for beach landings, so that they could immediately start assaulting Marines as they hit the beach. One Japanese infantry platoon and the sergeant set up back from the beach, acting as a mobile reserve and to try to block or at least keep up with anything that made a dash for the airfield. The 25mm Japanese AA unit was set up in the jungle just south of the airfield. The first wave of Marines got on the beach having lost just one LVT on the approach, and half of them had a movement point remaining to allow them to disembark from the LVTs on the beach before being assaulted. And immediately on the Japanese turn, 3 of 4 beach hexes were assaulted. The second wave had the Marine Colonel on one of the LVTs. Playing solo, I randomized which of the 3 LVTs (2 LVTs and the LVT-a4) was the target when the Japanese 75/88 fired at the hex. And luck of the draw, the Colonel and the infantry platoon with him took the plunge. Thankfully the Decapitation rule is not in effect before the units hit the beach, so in the rush to get on the beach, nobody else noticed. The LVT-a4 that had been stacked with the Colonel did become disrupted but the other LVT shrugged it off. While the Marines took the first losses, having so much OBA and some air cover made a lot of difference. Japanese became disrupted and demoralized quickly, and rolled poorly in assaults. While several times, assaults had to take a break while both sides rolled for morale in order to continue, overall the Marines were able to keep up the firepower and overwhelm the Japanese advantages in assault. This began to tell pretty quickly as the Marines rolled up the Japanese left flank, and a single Marine platoon and a good LT made their dash for the airfield. In a couple of turns, the airfield was taken and the Japanese never made good on any attempts to either take it back or use the AA firepower a few hexes away to destroy the Marines. The Japanese on the beach melted away, and even the Japanese Sergeant and his platoon came apart when targeted with a total of 60 factors of OBA. At the end of 8 turns, the Japanese were down to one demoralized reduced platoon and some demoralized or disrupted guns in the jungle behind the beach, where they had little effect on the Marines squeezing towards them. With little more they could do, I called it a game. Total Japanese losses 14 steps to 9 Marine, which counted 3 LVTs. Great game.

In reviewing the victory conditions again, this should have been listed as a draw. The US lost too many units. Anything 6 steps or more gives the Japanese a partial victory, so the 9 Marine steps lost brings the results to a draw.

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Very small beaches!
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2023-12-14
Language English
Scenario MARI001

The until the Japanese didn't have a problem stopping up the Marine onslaught for most of the game.... Finally a beach cracked and the Marines started going inland. These isn't much finesse to the game, it's merely a slugging match until one gets "lucky" with the dice. (Problems: Firing through the cliff tops. I couldn't find an answer in the rules, so I didn't.) An interesting "problem".

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