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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Blue Beach
Marianas 1944 #12
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 320th Independent Infantry Battalion
United States 9th Marine Regiment
Display
Balance:



Overall balance chart for MARI012
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-21
Start Time 08:30
Turn Count 36
Visibility Day
Counters 122
Net Morale 0
Net Initiative 2
Maps 2: 81, 82
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 174
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Amphibious Landing
Inflict Enemy Casualties
Urban Assault
Beach Control
Cave Control
Entrenchment Control
Conditions
Caves
Entrenchments
Off-board Artillery
Smoke
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

A little over two and a half years after losing the island to the Japanese, the Americans returned to reclaim Guam. The Marines assaulted four beaches north of Apra Harbor called Red 1, Red 2, Green, and Blue. More Marines landed south of the Orote Peninsula on beaches called Yellow 1, Yellow 2, White 1, and White 2. Each beach provided its own challenges, and days elapsed before the two forces could link up. The traditional naval bombardment preceded the Marine beach assault, this time on Blue beach.

Conclusion

The Marines needed to call in some armor to help with the overhead fire, but after that their swift advance threw the enemy off balance. During the move forward the Marines discovered three abandoned 8-inch naval guns in concrete emplacements. At what point in the battle the Japanese left them is not known. The Marines continued to push inland until they hit enemy occupied caves about 400 yards short of the D-2 line. All units then dug in for the night. The 9th Marines logged a successful first day, though they tallied 231 casualties, including 20 officers.

Additional Notes

Use Limited Intelligence optional rule from fourth edition rulebook.


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
Imperial Japanese Navy
  • Leader
  • Misc
  • Towed
United States Order of Battle
Marine Corps
Navy
  • Misc

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)

Japanese Quaker Guns
Author thomaso827
Method Solo
Victor United States
Play Date 2015-07-10
Language English
Scenario MARI012

I played using the standard Saipan 10-3 Marines. Japanese have limited numbers - 10 infantry and 6 HMGs, but lots of big guns, to hold a board length by 2 boards deep, trying to keep the Marines out of 2 entrenchments and 2 caves and also trying to grab a beach hex or two along the line. The scenario rules say to flip the 200mm Japanese gun and if it lands tails up, it occupies the entrenchment but does not fire. Playing solo, I waited until it would have had a shot before flipping it, and naturally it landed tails up, so no big gunfire there, hence the title of Quaker Guns, denoting the fake guns entrenched during the American Civil War. The scenario is set to run 36 turns, but the Marines got off the beach quickly and the added Shermans entering from the beach on turn 5 just added a little to the momentum. The beach board had been cleared with little loss by turn 8, and the caves and entrenchments by turn 16, and the last turns were spent chasing a demoralized single HMG step and a few remaining Japanese leaders. This is definitely one to replay with the lower value Marine infantry and see if the Japanese can hold. In my play of the Japanese, I traded space for time, avoiding contact with the infantry if it looked like the Marines would be able to hit them from 2 or more adjacent hexes. As they came into view, the Marine direct fire tore them up, so nearly half of the Japanese infantry and half of the HMGs were lost as the beach board fell. OBA, while the Japanese had a 30 column total, the Marines had 3 times that, and dice were certainly on the US side, as OBA rolled a 2 when firing on one of the Japanese entrenched guns, taking it out in one shot and leaving the unharmed leader scratching his head. Japanese caused a few disruptions but had to shift fire each turn and couldn't use that fire to do further damage to the same target. In the end, Marines lost 4 steps, Japanese lost 39, and points wise, the Marines had all town and village hexes, caves and entrenchments, so an actual tally seemed like a bit of a waste. Really enjoyed this game and will enjoy more with a face-to-face play.

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Marianas 1944, scenario #12: Guam 1944, Blue Beach
Author JayTownsend
Method Solo
Victor United States
Play Date 2018-08-18
Language English
Scenario MARI012

Marianas 1944, scenario #12: Guam 1944, Blue Beach

I was in the mood for a Pacific amphibious landing scenario so this hit the spot. I actually setup my Americans first, off-board on the edge of the ocean hexes and made them come on in that order regardless of how the Japanese setup, to give the scenario some more realism and give the Japanese a better chance. Also for the Americans, most of my stacks of LVTs had two LVT4s with two Infantry type and a Leader, so when a Japanese heavy gun hit a stack of these in the ocean, I rolled one die and if it was a result of 1-3 it hit the top loaded LVT and if it was a result of 4-6 it hit the bottom LVT, that way leaders couldn’t be targeted. My Japanese 200mm gun was active on the battle and after playing this one, I recommend that it is always active, to better balance the scenario. For the first time in my game play I actually lost one step of LCI(G), though the Japanese would have better off targeting a different type of unit.

In this scenario my battle turned into two phases, the Landings and gun emplacement section followed by the Jungle and Cave actions. Kind of fun to play two types of operations. In the first four turns I was ready to start over, as I thought the Marines got slaughter in the landing’s operations with four loaded LVT 4s with 8 Infantry steps and three leaders all dead but I decided to continue, as I had a very large landing force. Once I got my American Marines inland and situated and supported by 90 points of off-board artillery I was able to defeat the SNLF and Japanese Army gun emplacements, casemates and Infantry units. I did lose some LVT 4s and some LVT A1s, as they have very weak armor and even the smallest Japanese gun can do damages against these vehicles. I also lost a few more Infantry steps but far fewer compared to the Invasion phase. The Japanese forward units crumbled against the weight of the U.S. Marine numbers.

The second phase was not very eventful and not needed but for the fun of taking those last victory objective caves I went ahead. The Marines did lose two more steps but completely controlled all their objectives and both maps at the end of game play. Only a step of Japanese HMG and two leaders remained running around in the jungle.

My heaviest Marine loses were mostly in the beginning as mentioned but their total loses were 10 Infantry steps, 3 WPN steps, 1 LCI(G) steps, 8 steps of LVT 4s, 2 steps of LVT A1s and 3 Leaders, giving the Japanese 28 points. But the Marines eliminated 20 steps of Japanese Infantry, 11 steps of HMG, 2 steps of 150mm and 200mm guns, 7 steps of small guns and weapon types, 2 Casemates and 9 SNLF & Army Leaders giving the Americans 44 point, plus the Americans controlled all the town hexes, caves and Entrenchment counter and all of map 81 for another 34 points for a total of 78 American points to 28 Japanese point, for a Major American victory.

If I had to redesign this scenario’s victory conditions, I would say, the Americans must win by 40 or more points to achieve their victory. But with that said, I had a blast playing this scenario. It was great for solitary play but for FtF you will have to use my mentioned scenario victory conditions for balance.

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