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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Outskirts of Tinian Town
Marianas 1944 #7
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 50th Infantry Regiment
United States 24th Marine Regiment
United States 4th Marine Tank Battalion
Display
Balance:



Overall balance chart for MARI007
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-30
Start Time 09:00
Turn Count 21
Visibility Day
Counters 53
Net Morale 0
Net Initiative 2
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Cave Control
Conditions
Caves
Minefields
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

The Japanese placed most of their defensive positions around Tinian Town facing outward against the anticipated amphibious attack that never came. Most of these prepared positions did not support a defense aimed in other directions. Regardless, by the time the American ground forces approached the town, U.S. ships, aircraft and artillery had destroyed nearly all of the Japanese coastal defensive weapons already. But among the hills along the coastal road the Japanese continued to harry the Marine advance with heavy machine guns, riflemen, and a few heavy weapons firing from caves and other cover along the route.

Conclusion

The Marines employed effective combined arms tactics. Medium tanks and armored amphibians blasted away at positions to suppress the enemy while light flame-throwing tanks moved close enough to pour blazing death into the heavier redoubts. Meanwhile, combat engineers with flamethrowers, demolitions, and bazookas assaulted the fixed positions, and the Marine riflemen and machine gunners covered the surrounding areas.

Additional Notes

It is recommended that the Japanese force be hidden.


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

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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 (2)

Down to the last bullets
Author thomaso827
Method Solo
Victor United States
Play Date 2015-05-29
Language English
Scenario MARI007

This scenario has roughly 2 understrength Japanese companies with AA and AT weapons defending 3 towns, a village and 4 caves against a battalion of Marines. I used the 10-DF Marines for this scenario. The Japanese also get 4 mines. Playing solo, I opted to put everything on the table an play it out. The Marines need to capture all 3 towns, the village and the 4 cave hexes without losing 7 steps of troops. With my success getting Marines around without too much loss, I figured this one was going to be a walk in the park, but the dice had other ideas. Setting up the Japanese, I wanted to separate the caves as far apart as possible, so placed two on the northern hill and two on the southern one. The time seems pretty good to make it from one end of the board to the other to take these widely separated places, but Japanese troops in jungle hexes as well as holding each town hex and some dug in spots in light jungle gave the Japanese the opportunity to reach out and try to take some steps at a distance, and then try to cut up the Marines in assaults before surviving Marines could take any of the objectives. The Marines come in from the north edge of the board, and since that includes some water hexes, I used that to bring in 2 of the 3 LVT-A4s to flank the northern town, and then used the water again to move those lightly armored tracks to the southern town to bombard that until Marines could manage across country to assault that town. The first town fell quickly enough to the Marines between flame throwers and the offshore DF of the LVTs, and the northern hill fell far more quickly than I thought it would, but then 2 stacks of Marines attacked from the front while another stack moved around and grabbed the unoccupied caves without contest. Feeling pretty lucky, the Satan flame tank moved down the middle of the board until it discovered the hard way that the Japanese AA guns had some bight left in them, and reduced 1 step from the flame tank with a very lucky shot considering terrain and distance. A little more cautious now, the flame tank waited for the foot troops to assault and destroy the jungle hex where the AA gun and an HMG were set up, and the troops managed to do that without loss in about 2 turns, but a Japanese force in the middle town managed to inflict a step loss on the Sherman when it got a bit too close to the 37mm AT gun in that hex. Defender after defender died, trading bodies for time, hoping that those last few defenders behind them could inflict the last step of damage and hold on to at least one objective. But as I entered turn 18, all objectives had fallen, with the LVTs rolling a 2 on the 20 column against the town, and eliminating the two single step infantry units there, and demoralizing the SGT leading them. The only place left was a dug-in force with HMG and AA gun on the hill just above the village, and combat there had become a slow slug fest, inflicting no loss but morale on either side for turn after turn. The Marines had lost a total of 6 steps now, including 2 points for each armor step loss, and the Japanese needed only to inflict one more to turn the game into a draw, but on turn 19, the Marines rolled a 12 and cleared out the nest of heavy weapons, even killing the officer, leaving only the demoralized SGT and LT to wander the fields around them. I gave this game high marks since even solo, it seemed like a possible Japanese draw, or even a win if they could eliminate enough steps and reoccupy one of the cave hexes nearby in that last few turns. Great game.

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Marianas 1944, scenario #7: Outskirts of Tinian Town
Author JayTownsend
Method Solo
Victor Draw
Play Date 2014-08-02
Language English
Scenario MARI007

In this one the Marines must control all the cave hexes, town hexes and avoid as many mines as possible with all their AFVs including a flame-throwing tank platoon. The Japanese just have to avoid this OR eliminate seven or more American steps with tanks counting double and actually have some guns with AT factors to do it.

The Japanese stretched the playing area by setting up their caves spread-out and placing their minefields in strategic areas and filling the towns and villages with combat units as well. The Americans had a good amount engineering units to use but have to push hard to make the time line. The Japanese rolled very high with the AT Fire where the Marines lost one step of Sherman tanks, both steps of the Flame throwing Satan tanks and one of the LVT A4s as well, add to that 3 steps of infantry types for a total loss of 10 steps believe it or not! They did conquer all the cave and town hexes but at a high price, that this scenario was a Draw. This scenario is not a cake walk for either side, good stuff!

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