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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Blue Beach Push
Saipan 1944 #4
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 43rd Divisional Support Battalion
United States 23rd Marine Regiment
Display
Balance:



Overall balance chart for Saip004
Total
Side 1 3
Draw 0
Side 2 10
Overall Rating, 16 votes
5
4
3
2
1
3.31
Scenario Rank: 556 of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-15
Start Time 09:00
Turn Count 10
Visibility Day
Counters 21
Net Morale 1
Net Initiative 0
Maps 1: 80
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 116
AAR Bounty 129
Total Plays 13
Total AARs 8
Battle Types
Hill Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

Moving inland from Blue Beach 1, a small battle-group from the 23rd Marines tried to pass Chalan Kanoa and bolted onto a road to establish a perimeter on a hill top astride the O-1 Line. Lieutenant Colonel John J. Cosgrove led the way against scattered Japanese rifleman who fought back from roadside ditches and continually tried to infiltrate behind the advancing amphibian tanks and tractors while calling down very accurate fire from a nearby mountain artillery battalion.

Conclusion

The column exchanged shots with the Japanese soldiers until the LVT's halted at the base of the hill and refused to advance any further despite Cosgrove's angry exhortations. But his Marines had massive firepower at their disposal, and advanced without vehicles. The Japanese, with no friendly support forces, were ordered back to their battalion lines.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Marine Corps
  • Foot

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 (8)

Saipan, scenario four: Blue Beach Push
Author JayTownsend
Method Solo
Victor Japan
Play Date 2012-12-01
Language English
Scenario Saip004

Disclosure, I am the Designer and feel all my scenarios fall into the range of 4-5, 90-100% or I wouldn’t have created them, so take my ratings with a grain of salt! The only reason any are a 4, is because they are more difficult to make from design to development

Saipan, scenario four: Blue Beach Push

As the designer I had no idea where the hill would be located on the finished map compared with town hexes but I would recommend setting up all your Japanese defensives around hill hexes center on hex 1215 as that is the basic victory objective, the small hill in the north has no effect on anything in this scenario. In my games, the Japanese decided not to defend with any units forward in the Chalan Kanoa town as road blocks but every unit back on the hill centered on hex 1215. The Marines attacked on both roads that converge on the hills east. The Terrain is difficult but by turn three, contact was made on both end of the hill. The Japanese opened up with 2 x 10 off board artillery and 1 x8 & 1 x 4 on board artillery and one LVT was lost to a 37mm AT gun, back and forth firing and one assault took place but to my surprise the Americans could not get 7 steps of units on those hill hexes, but only 4 steps of LVT A’s, as the LTV’s don’t count and no Infantry at all were able to conquer the hill as two units were demoralized and took forever to recover and head back to the front. The Japanese lost 2 steps, the Americans 1 step but the Japanese came away with the victory, and on paper, I thought no way.

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The Marines took the hill though it was a near thing
Author richvalle (United States)
Method Face to Face
Victor United States
Participants t1M0t8yk (AAR)
Play Date 2015-01-24
Language English
Scenario Saip004

Since the whole beach was open the Marines decided to not take the straight ahead approach and hit the hill from the flank. The plan got off to a bad start when a very well placed AT gun took out an APC and it's passengers of a Platoon and Lieutenant. This didn't slow them down as the next APC in line moved forward and unloaded in point blank range of the first Japanese defender.

The defenders pulled back trading space for time. Another AT shot took out 1/2 a platoon of Armor bringing the total Marine steps left to 7... the number needed to gain a victory if every one of them makes to to the hill.

Def fire, OBA and on board bombardment fire and assaults disrupted both the remaining inf platoons and the full strength armor unit. With only 2 turns left I was forced to fire my disrupted units to try and clear the hill and assault with one apc into each of 2 hill hexes. A combination of better moral, leaders and demoralized defenders allowed the Marines to plant the flag.

The game ended up coming down to 2 AT shots. One at +0 as the 1/2 strength armor unit drove down the road and took the hill from the rear. The 2nd at +0 as the full strength unit moved onto the hill to claim victory. If either had hit the Marines would have failed.


I very much enjoyed the scenario and playing with Tim. The battle was the perfect size to play in a morning/early afternoon. The well placed AT gun was a thorn in the Marines side that I couldn't take time to remove and still win. While Tim rated the battle a 3 I'd do a 4 or 5 as it was small, fun and as it came down to the last die roll, balanced.

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Pushed Hard at Blue Beach
Author thomaso827
Method Solo
Victor United States
Play Date 2014-07-05
Language English
Scenario Saip004

Interesting scenario, a US Marine inland move from the beach to get a foothold on a hill overlooking the south end of the beach. 3 LVTs and 3 Marine platoons, plenty of leaders and 2 LVT support vehicles vs 2 Japanese infantry platoons, a SER platoon, 37mm AT, 75mm and a mortar, dug in or in jungle on the hill. I placed the AT assets at opposite sides of the hill as the Marines has 2 directions of approach to take advantage of trails. Marines took the southern route, triggering ineffective AT fire from the 75 but allowing the spotting of that unit on the outcropping of the hill. The Marine support platoons blasted away while the infantry carriers moved up to the base of the hill and unloaded the troops ready to assault. In a following turn, the Marines assaulted the SER and AT gun with a 9-0-1 Sergeant, the SER losing a step to no damage for the Marines. At that point, the Japanese fire got hotter. 3 times during the next few turns, as the Japanese troops being assaulted with a defense value of 1 due to their status, snake-eyes were rolled, eliminating a Marine step. These were the only real Marine losses during the game, but had they lost one more, it would have become a Japanese victory due to lack of presence left on the hill - needed 7 steps, and LVT4s don't count. I moved the 2 supporting LVT units up, and at the end of turn 9, the game ended because the only things left for the Japanese were 2 officers and the 37mm AT in a spot that couldn't see to fire on anything else. The Mortar lost it's one step rolling a 12 for morale check after already becoming demoralized. Great short scenario.

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Blue Beach Push or No lifeguard on this beach!
Author PatC
Method Solo
Victor United States
Play Date 2013-02-24
Language English
Scenario Saip004

The Allies set up on beach hexes west of the coast road. The Axis set on the ridge except for the labor platoon which sets up in hex 1013. The U.S. advance with a force going to the left, one to the right and one down the center. This turned out to be the wrong approach. Neither was strong enough to assault a Axis ridge position.

With some difficulty the Allies were able to consolidate on their own left. They then assaulted the Japanese position on North edge of the ridge. During this maneuver the Allies lost two steps of LVT4s. But in return they were able to knock out the 37mm ATG battery and a whole platoon of Axis infantry. The Allied assault was preceded by a very accurate blast of direct fire which softened the Axis position considerably.

Once the ridge line had been breached the Allies just rolled up the Axis line wiping out the entire Axis force. The Japanese OBA played no roll in this scenario. It had been lost to a special event on turn two.

I liked this scenario, despite the fact that it came out a bit unbalanced. I think if the Axis had had more luck with their Morale checks they could have made more of a game of it. They failed almost all of the M and M1 checks during the scenario. Loosing the OBA did not help either. They did inflict 3 step losses on the Allies reducing their initiative by one but it was just not enough.

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Didn't break a sweat
Author scrane
Method Solo
Victor United States
Play Date 2013-05-16
Language English
Scenario Saip004

This scenario was over before I knew it. Just a quick two-pronged attack on a Japanese hill position. The only American casualties were a few steps of LVTs, Japanese were effectively wiped out.

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Japanese victory slips away in a nailbiter
Author t1M0t8yk (Japan)
Method Face to Face
Victor United States
Participants richvalle (AAR)
Play Date 2015-01-24
Language English
Scenario Saip004

Good small scenario. I told Rich I like the small ones for now until I really nail down all the rules, especially the fire modifiers. When those become second nature I look forward to playing larger scenarios.

Rich's Marines approached the all-important hill from the long end of the board. I played a strategic withdrawal, figuring the Japs shouldn't stand and fight until it was ground that mattered for VPs. Things started great when my 37 mm AT gun took one of the three platoons of Marines when they were loaded on an LVT. Rich was persistent and patient, though. In fact, he didn't get the majority of his troops and AFV LVTs on the hill until the very last turn.

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Japanese Stay on the Hill
Author Dan_Huffman (Japan)
Method Face to Face
Victor United States
Participants Warhawk1955
Play Date 2016-02-05
Language English
Scenario Saip004

I set up my IJA infantry in the town hexes next to the beach. After two turns I started falling back to a better position on top of the hill. The Ser unit made it to the top. The 2 inf. only made it to the base. As the Marines advanced I reduced one of the tank units. In a lucky assault a Marine inf unit was reduced. I moved the IJA inf units in front of the hill in the corner of map 80. Op Fire from a tank caused one inf to DEM. That ended any chance of winning. The +1 for all IJA inf in assault is a nice edge. Played 3 more turns. Not enough firepower to inflict 4 step losses on US Marines.

Quick play. I am gong to play solo to work on a better IJA set up and strategy.
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Double envelopment.
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2023-03-27
Language English
Scenario Saip004

Took the hill from both ends at the same time. The Japanese Commander didn't have much left by the end of the game.

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