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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Patrol South
Marianas 1944 #17
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 18th Infantry Regiment
United States 1st Armored Amphibian Tractor Battalion
United States 9th Marine Regiment
Display
Balance:



Overall balance chart for MARI017
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-24
Start Time 10:00
Turn Count 18
Visibility Day
Counters 15
Net Morale 0
Net Initiative 0
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 135
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

The first attempt to link up the Marines from both the north and south rested with the 9th Marine Regiment, who sent a platoon with some LVT-As in support down the Piti-Sumay Road. They made good progress until 1030 when they began to take rifle and machine gun fire from the jungle.

Conclusion

Under heavy enemy fire and observing friendly artillery fire falling nearby, the patrol requested permission to return to the regiment. Although the patrol did not accomplish the mission of contacting their southern partners, they gathered important intelligence information: the Japanese were withdrawing down the coast.


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
  • Towed
United States Order of Battle
Marine Corps
  • Foot
  • 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)

Sudden Death Play
Author thomaso827
Method Solo
Victor Japan
Play Date 2014-09-27
Language English
Scenario MARI017

This little scenario requires a small recon patrol to enter and exit the board without loss. The Japanese have only a few units to cover the width of the board, but there is no requirement that any of them remain alive to win, only that they take a single step or more of the Marines. With 18 turns, there is a little time for the Marines to stop and take a shot here and there but little to get caught up in assaults. For 13 turns, the Marines managed to move around, back and forth to keep moving towards the south end of the board, until finally a Japanese force of an Inf, HMG and Cpt caught up to the stack of the US Cpt, single step of infantry and one of the LVT-A1s at the edge of the board. And right there, in the assault, the Japanese managed to take out a single step of the LVT unit while the Marine infantry and leader managed to get off the table. The second stack with the Sgt had started to go around the Japanese, but then it was too late. The single step had already been lost. A great scenario, a puzzle that will require lots of replay to find the best way, and one that is as challenging for the handful of Japanese troops as it is for the handful of Marines.

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Marianas 1944, scenario #17: Patrol South
Author JayTownsend
Method Solo
Victor Japan
Play Date 2018-08-18
Language English
Scenario MARI017

Marianas 1944, scenario #17: Patrol South

The puzzle I couldn’t solve, at least not on the first attempt. A pretty straight forward scenarios, the Americans must exit all their steps off the south edge of the map in 18 turn and the Japanese can win if they don’t. The Japanese have 4 leaders, 3 Infantry, 1 HMG, 1 20mm gun while the Americans have 2 leaders, 2 reduced Infantry and 2 LVT A1s.

The Americans try to avoid combat and recon south but the Japanese with 4 Leaders are able to divide into four forces, three hunting and assaulting American units and the forth, the 20mm gun far to the south in a blocking force. The Japanese kept maneuvering their three combat groups and assaulted at will, unafraid of loses but rolled much better on the dice and managed to eliminate two steps of LVT A1s and one step of Infantry, sending two leaders retreating back north.

An easy Japanese victory. Maybe next time I should fight it out as the Americans but with 18 turns, even that approach will be difficult. The American moved in two stacks one led by the Captain, the reduce Infantry, a LVT A1 and the other by the Sergeant, the reduced Infantry and a LVT A1 unit. Maybe I’ll change the stacks up next time and keep the Infantry in one and the LVT A1s in another. Worth a second try someday.

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