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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Road Block and Company C
Marianas 1944 #25
(Attacker) Japan vs United States (Defender)
Formations Involved
United States 9th Marine Regiment
Display
Balance:



Overall balance chart for MARI025
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-08-06
Start Time 06:30
Turn Count 20
Visibility Day
Counters 20
Net Morale 1
Net Initiative 1
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 137
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

Many smaller engagements happened throughout the Mariana Islands campaign, and Guam had its share. Often the Americans played the role of aggressor in the daytime hours, taking advantage of their weapon and manpower superiority, while the Japanese became the aggressor at night when those advantages were blunted: classic asymmetric warfare. But every generalization also has its exceptions. In this case, Company C set up a routine road block per their orders, and the Japanese sent out patrols to probe and keep contact with the enemy.

Conclusion

The 9th Marines continued to receive scattered resistance from the remaining Japanese in the Finegayen area. When an enemy patrol led by a tank tried to break through a roadblock set up on the division boundary, the defending elements of the 2/9 Marines destroyed the Japanese tank and scattered the enemy infantry. They then pursued the remaining enemy units. While keeping everyone on their toes, these attacks did nothing to slow the Marine capture of the island.

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
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)

Hide and Seek in the Jungle
Author thomaso827
Method Solo
Victor United States
Play Date 2015-05-08
Language English
Scenario MARI025

This scenario pits one Marine rifle company and an M-4 tank platoon against roughly 2 companies of Japanese troops with a single step of Type 97 tanks. Japanese get 2 points per step that makes it off the west edge of the board, both sides get the 1 point per step, 2 per armor step for casualty points. Even though the board isn't that wide, with the mix of heavy and light jungle, there is plenty of terrain for the Japanese to hide in. I placed the US captain with one infantry platoon on the 2nd level hill to mid-board/south, the US LT with an infantry platoon, the HMG platoon and the jeep in the town hex that fulfills the setup having to be at least 5 hexes from the east edge, and the US Sgt with the last platoon to the north in heavy jungle to the west of the north-south road where he can observe anything coming through the jungle and shoot or assault as the opportunity permits. The M-4 got set up in the road junction where he could react and move to wherever needed. The Japanese tank came on the east edge of the board on the road and moved up to where the M-4 could not get a shot at him and the Marine infantry was too far away to risk an assault. The Japanese Captain moved on to the south side of the tank, leaving it in light jungle and away from Marine fire. One Japanese LT came in along the south edge of the board with the Service platoon, while the last LT came in just north of center using the light jungle to mask his movement, and the Japanese SGT entered on the north edge with the last infantry platoon. I kept infantry stacks as straight infantry to get their 1-column shift, they will need it since they are below the US morale, giving the US a column shift for that each assault. Japanese moved forward, the tank breaking cover on turn 3 and getting killed by the M-4 on their second roll - first roll was a 2, second roll a 12. Japanese infantry moving along the edge was disrupted by artillery fire briefly, but took some time to regroup, while the Japanese Captain with 3 steps of infantry decided to try to assault the hilltop and take out the US commander. In the center, the Marines stacked in the town succeeded in demoralizing the Japanese LT and troops, while the US Sgt and his men moved back one hex to avoid an assault by the Japanese troops on the north of the board. In the faceoff between the commanders, the Marines got the better of it early on, and Demoralized infantry survivors spent the rest of the game falling back to the east. The Marines in the middle succeeded in finishing off the Japanese middle with direct fire and then moved north to assist with the action between the two SGTs and their troops. The Japanese on the south edge got regrouped and moved west for one more turn only to be demoralized again by tank fire, and then they started fleeing west, the only direction they could go to safe cover and away from units that could shoot at them. That force consisted of one surviving step of Service troops. The action in the north concluded when the combined 4 steps of infantry and the HMG platoon with the LT and Sgt finished off the infantry and left only the Japanese LT surviving for a couple more turns before he was chased down. As the game passed the 15th turn, the US commander had chased the Japanese commander east to where they finally managed to chase them off the board, while the Marine tanks and Marine infantry pushed the demoralized Service unit away from the west edge of the board just 3 hexes away from exiting and into heavy jungle, where the US infantry were finally able to eliminate that last step with a second demoralization. With only a Japanese LT surviving, the game ended on turn 18. This is a good game of cat and mouse for a 2-player game, and Japanese need to try to keep enough troops moving to make up with exit steps for casualty steps, or be very lucky in some assaults and eliminate enough Marines to make a difference. As this game ended, the Japanese had lost 11 steps plus 3 leaders to no losses for the Marines. Great game.

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Marianas 1944, scenario #25: Road Block and Company C
Author JayTownsend
Method Solo
Victor Japan
Play Date 2018-08-22
Language English
Scenario MARI025

Marianas 1944, scenario #25: Road Block and Company C

Basically, the Japanese need to enter the map on one side and exit the map on another, sure points are awarded to each side for eliminated steps but the Japanese are award double points for each step exited, so why fight if you don’t have to. Both sides have a limited force but in this scenario the Japanese have 4 leaders verses the Marines 3 leaders, so they can separate and spread the Americans out more, while making their dash across the map. The Japanese have four combat groups to the Americans 3 combat groups and the American assault one small Japanese stack. This turned into a big mistake, as it locked down one group of Americans in assault combat and of all things, a Leader was lost. The Japanese were able to exit 4 steps, counting double, so 8 points and the rest of the Japanese melted back into the Jungle, as why risk losing points. The Americans could have chased down the one step of Japanese armor at the end of the game but still it would have produced only 2 points and not have changed the victory level. Interesting puzzle to solve but the Japanese come away with a Major Victory.

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