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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Armored Reconnaissance Group
Marianas 1944 #23
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 321st Independent Infantry Battalion
Japan 322nd Independent Infantry Battalion
Japan 9th Tank Regiment
United States 9th Marine Regiment
Display
Balance:



Overall balance chart for MARI023
Total
Side 1 1
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-08-03
Start Time 15:00
Turn Count 12
Visibility Day
Counters 27
Net Morale 0
Net Initiative 1
Maps 2: 100, 83
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 142
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

Headquarters wanted a recon mission to explore the Finegayan-Mt. Santa Rosa Road area, but it took so long to organize the Reconnaissance Company and find available trucks that the unit requested to postpone the run until morning. Headquarters denied the request, and ordered the recon to proceed immediately and return by 1800.

Conclusion

Confused by the road markings, some vehicles missed the left fork of RJ 177. They stumbled into an ambush and under heavy enemy fire they lost one halftrack, abandoned one truck, one tank suffered damaged, and the men suffered one killed and 14 wounded. However, they dealt some damage in return destroying two 75mm guns, one tank, several machineguns, and an undetermined number of enemy soldiers killed before making it back to camp that night. These armored recon missions were common practice for both the Marine and Army units in northern Guam, as neither could figure out where the bulk of enemy lay hiding.

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).
  • 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
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Towed
United States Order of Battle
Marine Corps
  • Mechanized
  • 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)

Marianas 1944, scenario #23: Armored Reconnaissance Group
Author JayTownsend
Method Solo
Victor Japan
Play Date 2014-08-17
Language English
Scenario MARI023

Marianas 1944, scenario #23: Armored Reconnaissance Group

This scenario is pretty straight forward as the Americans, exit as many units as possible or at least seven steps worth off the north edge of the map. The Japanese only have to prevent this or eliminate three or more steps. Two maps, a low unit count and only a twelve turn time limit which will put some pressure on the Marines to move fast.

The Japanese setup mostly on or adjacent to the main road heading north along the two maps in key terrain areas or main intersections. The Americans enter the south edge of the map with their armor leading the way which consisted of platoon of M4 Sherman Tanks and a Platoon of M3/75mm Halftracks followed by trucks and jeeps loaded with infantry and engineers in a small convoy. With the lead armor group stopping on first enemy contact, which was followed by a Japanese assault with Infantry, HMG, Type 97 Tank and one Leader, resulting in a bad die roll for the Americans and a good one for the Japanese. The American loss one step of Sherman Tanks and the M3/75mm halftrack becomes demoralized. Not a good start for my Marine convoy! I had to unload some Infantry of the engineer type to reinforce this roadblock assault and pull the demoralized armor out, to set the situation straight all taking up valuable time. The rest of the convoy went around this engagement but latter down the road 75mm Japanese guns started firing the American trucks, forcing another group to unload and so it went.

The end results were a complete Japanese victory, not only did they prevent the Marines from exiting seven steps but they eliminated four steps as well, as trucks and jeeps count in this scenario. The Americans eliminated some Japanese steps but that doesn’t help them achieve their victory condition but they were only able to exit three steps: two Infantry, one truck and a leader. Not good enough!

This scenario is very difficult for the Americans to win, not impossible but difficult, as 12 turn with two maps setup lengthwise gives very little room or time to mess up. I should never have pulled my armor adjacent to the Japanese units thinking I could destroy them the next turn, as I failed and it bottlenecked the whole convoy. It would have been interesting to see would of happened if this situation hadn’t unfolded the way it did but still there were three more ambushes setup by the Japanese, so who knows? Maybe I should have made this a 15-18 turn scenario but I was trying to keep this within the timeline of the history event, which was about three hours in length. I would say 80% of the time the Japanese will win this one but still that chance of a 20% win as the Americans, makes this scenario interesting. I will certainly try a new strategy next time with this scenario. Another fun puzzle to try and solve!

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Hey, You Can't Do That!
Author thomaso827
Method Solo
Victor United States
Play Date 2014-10-15
Language English
Scenario MARI023

One of the things I try hard to do in solo play is to play both sides as though I'm playing face-to-face, and I could see somebody getting a bit testy with my solution to this scenario, but in reading and re-reading, I don't see anything wrong with taking to the relatively open board edge to get the Marine soft-skins and the troops they carry around the Japanese troops while the armor ties up the ranged weapons. After being bogged down with the Marine armor in a duel with an HMG and leader in a town hex, while a 75mm gun awaits a clear shot from the jungle on the hill to the west, it struck me that taking a little chance with a few op fire shots might be just the thing to do. And it worked. Between turns 6 and 12 there was just exactly enough movement left for the trucks and jeep to work their way around the east edge and bypass the worst of the traps laid out for them. The Japanese moved infantry and another HMG towards the east just in time to get one more op fire attempt, which also missed, and from there on, there was nothing to stop the wheel express. In the exchange with the 75mm on the hill, the Japanese took out the halftrack but was unable to scratch the Sherman. This game showed me two things. First, as the Japanese, it isn't as easy to set up and defend as it might first appear, especially if you don't assume everything is going to come up that road. Second, as the Marine, it might be a bit gamey, but there was nothing in my own old recon days to say the recon has to stick with the road when faced with lots of ambushes and roadblocks, especially when higher HQ demanded that the recon be conducted by a certain time, and it might be nice if most of us survived to achieve that goal. This could just as easily failed with better Japanese fire results. Three op fires failed to achieve anything more than a morale check, which the Marines had no problem passing. An interesting puzzle to solve.

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