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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Night of the Tank
Marianas 1944 #28
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 9th Tank Regiment
United States 3rd Marine Regiment
Display
Balance:



Overall balance chart for MARI028
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 636 of 940
Parent Game Marianas 1944
Historicity Historical
Date 1944-08-09
Start Time 01:30
Turn Count 16
Visibility Night
Counters 28
Net Morale 0
Net Initiative 1
Maps 2: 100, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 142
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Illumination
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

During the hours of darkness one unit reported organized enemy activity. Units of the 2nd Battalion, 3rd Marines came under attack from enemy infantry and tanks, and unfortunately for the Marines, they still possessed no antitank guns or other supporting weapons. They called 3rd Division headquarters for instructions.

Conclusion

The Marines destroyed or dispersed the enemy foot soldiers but had no answer for the enemy armor. So the battalion commander ordered a withdrawal into the jungle to protect them from the Japanese tanks. The Marines waited until daylight for armor and anti-tank weapons to show up.

Additional Notes

American initiative and morale 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

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)

Night of the Wrecked Tank
Author thomaso827
Method Solo
Victor United States
Play Date 2014-09-17
Language English
Scenario MARI028

This is another night action, with Japanese armor supported by infantry entering the board and driving the Marines back from the northern board to the southern one. I started the Marines in a central position, with the Captain and 3 steps of infantry in the village near the juncture of the two boards, while one LT and 3 steps prepared an ambush along the west side of the road and the rest occupied the small 2-level hill just to the east. This allowed the Marine mortar to fire illumination as soon as contact was made and gave some opportunity for the Marines on the hill to engage at a bit more distance an illuminated enemy, while also allowing a clear field for the Marines to step back and avoid assaults by the Japanese infantry. It took 2 turns of just movement before any chance of contact was to be made, and the Japanese tank held back to allow the infantry to cover his left flank. This somewhat messed up the Marine plans, and the LT outpost chose to move back one hex in the jungle rather than risk assault on Japanese terms. The Marines on the hill fired but to no effect. Next turn, instead of staying in place and firing another illumination round, the mortars were disassembled and prepared to move back to avoid encirclement, so no additional fire could take place on either side and the Japanese attempted to move around the Marine's right flank with their infantry, leaving one LT and 3 steps of infantry to support the tanks. The Marines started a general withdrawal, except for the one LT on the western side of the road, who was able to assault the tanks after they entered the village, which separated the armor from the accompanying infantry for the turn. Combat in the village was very much one sided, as the Tanks did no damage while the Marines destroyed the one half-step Shin and took a step from the Type 95, and demoralized the remaining crews. The Marines got the mortar back into operation, just in time to take advantage of a lack of initiative on the Japanese part, illuminating and allowing the accompanying infantry to become demoralized by direct fire, and allowing the Marine platoons to withdraw back onto board 100 and away from possible encirclement. The Marines formed a line in the jungle hexes along the road and were able to damage the Japanese attempts to close with them, until in the last turn, the Japanese Captain and 3 steps managed to assault the Marine Captain with the mortars and 2 steps of infantry. Neither side had any success in eliminating the other side. So, with no Marine losses to a total of 9 (counting double for the 2 tank steps lost), and with all the Marines holding the central Jungle hexes, the game resulted in a Major Victory.

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Marianas 1944, scenario #28: Night of the Tanks
Author JayTownsend
Method Solo
Victor Draw
Play Date 2018-08-24
Language English
Scenario MARI028

Marianas 1944, scenario #28: Night of the Tanks

Kind of an interesting situation to play out. The Marines setup on the southern edge of map 83 planning to dig-in and wait for the Japanese attack and pull back with enough time to get seven steps back into the heavy jungle on map 100. The Japanese lead with a stack of Type 97 and Shinhoto tanks but also with a reduce Infantry and leader and in the stacks that followed by more Infantry in carefully planned attack stacks to get the most out of their attacks. With only one hex visibility the Japanese close in to get up close with the Marine units and the 81mm mortar failed in its illumination attempt. This took about five turns before any action happened and both sides are kind of in a time pinch to complete their victory objectives. The Marine really don’t want to assault the Japanese as it favors the Japanese but take some good close up direct fire shots and manage to eliminate a total of 5 Japanese steps and one Leader but the Japanese had two nice dice rolls of 2 and 12 which gave them 3 eliminated American steps and one Leader as well but their assault on the 81mm mortar failed and the Marines reinforced it in time with a PIO unit. The Marines were barely able to pull out of the line to get seven steps into the jungle on map 100 on the last couple of turns but had no opportunity to knockout a Japanese tank. So the Americans achieved a minor victory but so did the Japanese, so this scenario ended in a Draw!

A very interesting puzzle to solve and I could see this scenario ending in many different ways.

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