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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Into the Night
Marianas 1944 #14
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 38th Infantry Regiment
United States 4th Marine Regiment
United States 4th Marine Tank Battalion
Display
Balance:



Overall balance chart for MARI014
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 5 votes
5
4
3
2
1
4.4
Scenario Rank: 21 of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-22
Start Time 02:30
Turn Count 14
Visibility Night
Counters 26
Net Morale 0
Net Initiative 2
Maps 2: 81, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 141
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

In preparation for the expected Japanese night counterattack, Brigadier General Lemuel Shepherd (later to become the 20th Commandant of the Marine Corps) issued orders to his men to properly prepare their defenses. In the early morning hours of the 22nd, all along the front the Japanese hit the Marines hard. The most serious threat to the line occurred where one Marine rifle company held a road block on Harmon Road. Four enemy tanks rolled into the position, followed by guns mounted on trucks (portee) and charging infantry. The fight was on.

Conclusion

For many Marines in the regiment, this battle was the first time they employed bazookas in combat. Despite the lack of experience, Private First Class Bruno Oribiletti met the enemy column head-on with one and knocked out the first two Japanese tanks before enemy gunfire killed him. The Sherman tanks destroyed the remaining Japanese armor and vehicles. The discouraged enemy foot soldiers retreated behind Mt. Alifan. Other counterattacks on this front met similar results throughout the night. The American lines held firm and Japanese casualties mounted.

Additional Notes

American morale and initiative are transposed


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
  • Mechanized
  • Motorized
United States Order of Battle
Marine Corps
  • Mechanized

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)

Into the Night and Out of the Darkness
Author thomaso827
Method Solo
Victor United States
Play Date 2015-07-17
Language English
Scenario MARI014

This small scenario was played using the standard 10-3 Marine platoons. The Japanese have one full Type 95, supported by 2 portee weapons, one a 25mm AA and the other a 45mm AT gun, supported by a company of infantry, an HMG and a Service platoon with 4 leaders. US defends at an area of road as it enters board 81 from the north in a night scenario with lots of jungle and hills. It takes the Japanese a couple of turns wandering on the road, and the Japanese captain, with an HMG and the Service platoon steps aside to let the tanks take the lead, at least until they stop just past the village to take a look at an obvious kill zone with the jungle barely visible to their south, but they stop in view and range of the Marine Shermans, who take a shot and destroy a step. Phase by phase, the Japanese infantry and portee weapons move forward onto line with the tanks, which prompts fire from the jungle that is hit and miss at the range of 2 hexes as well as the -1 column shift for night. The Japanese take a few losses and take some disruption for no damage, and another shot from the Shermans finish off the Japanese tanks. Then the Japanese portee 45mm AT fires and eliminates a step of the Shermans, who become disrupted, leaving them in a prime spot for a good Japanese assault. Pretty much the whole line of Japanese move forward to adjacent hexes to the Marines, and the Marines decide to step back one hex, which, except for the Sherman, avoids that Banzai charge, and the Sherman takes it in stride, demoralizing the Japanese infantry while being disrupted in return. Marines move forward to support the Sherman and roll well against the Japanese attackers, but the Marine Sgt and the Sherman become demoralized and in the next instant flee the area, while the Marine infantry remaining succeed in stopping and then destroying the Japanese assault force. Another Marine LT and a Marine infantry platoon assault the Japanese portee 45mm gun, which surprises them and holds out for several turns before becoming a casualty just as the Japanese Captain, an HMG and the Service platoon prepare to join the assault hex, and since the truck and weapon are now gone, their assault can be faced head-on by 30+ points and are quickly eliminated, leaving only the Captain and a demoralized single HMG step. The other assaults turn into certain Marine victories, and fleeing Japanese infantry and leaders are busy regrouping in the hills to the north, but don't manage to get back into the game before the end. The Marines eliminate the second portee, and the only remaining Japanese on board 81 are the Captain with an infantry step and another LT with a demoralized step that is stuck in assault, leaving the Japanese holding only one road hex on the south board. Counting that road hex, the Japanese have 4 points, and the Marines have 15, a Major US victory. The points for holding the road might be modified, changing occupancy to control, which would give the Japanese troops points for having moved through a number of road hexes. That would not have changed the results in this game, but would have given them 4 more points, making it a little bit less of a Marine win. And with a gap having formed along the road in this game, just a few different dice rolls could have given a Japanese element a few more road hexes forcing a draw. Great game.

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Marianas 1944, Scenario Fourteen: Into the Night
Author JayTownsend
Method Solo
Victor United States
Play Date 2014-08-02
Language English
Scenario MARI014

The other day I wanted to setup and play a quick/small scenario and picked this one, as it can be played in about an hour, with 14 turns and with not too many counters. It also has some interesting units with the Japanese attacking trying to gain control of the east-west road and eliminate American steps as well, with a small number of Marines defending at night.

In my game I took a gamble after the American Sherman tanks already fired on their activation and moved a stack of Japanese Portees and Type 95 Tanks adjacent to the Marine tanks and Infantry units hoping that they would active first but with the nature of the dice the Americans activated first the next turn with the Sherman tanks destroying the Type 95 tanks and one Portee unit and the Infantry taking care of the other Japanese portee. The Japanese basically wasted their whole mechanized force on one turn and left it up to their Infantry units to try and achieve victory unsupported the rest of the game which proved too difficult, giving the Americans a major victory. The early gamble wasn’t worth so next game I’ll use more tactics with this scenario.

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