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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Foothills of Mount Tipo Pale
Saipan 1944 #11
(Attacker) Japan vs United States (Defender)
Formations Involved
United States 8th Marine Regiment
Display
Balance:



Overall balance chart for Saip011
Total
Side 1 2
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 287 of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-17
Start Time 15:00
Turn Count 12
Visibility Day
Counters 36
Net Morale 1
Net Initiative 0
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 128
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Hill Control
Conditions
Caves
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

When units of the 8th Marine Regiment pushed forward, they found themselves mired in a bog between a swamp by Lake Susupe and a hill on the O-1 line. Japanese snipers in the adjacent palm groves inflicted 80 calculates on the floundering Marines, including Lieutenant Colonel Tannyhill who was soon replaced with Lieutenant Colonel Rathvon M. Tompkins. The new commander swiftly commandeered four medium tanks that came thundering down the only good road in the area and put them to work.

Conclusion

The Marines cleared the cave after the tanks had poured dozens of 75mm rounds into its opening at point-blank range. But when the Marines tried to set up an 81mm mortar position, a torrent of bullets came out of a nearby coconut grove. To keep the Japanese suppressed the Marines placed three M3/75 halftracks on top of the hill to stand guard.


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
  • Towed
United States Order of Battle
Marine Corps
  • Mechanized

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 (3)

Saipan, scenario 11: Foothills of Mount Tipo Pale
Author JayTownsend
Method Solo
Victor Japan
Play Date 2012-12-19
Language English
Scenario Saip011

This scenario starts with the opposing sides, basically two hexes or more away. The Marines need to clear the large hill centered around hex #0505 of undemoralized Japanese units, which include one cave counter. The Marines have some armor assets in the form of a M4 & M3/75 platoons to go along with their Infantry. The Terrain is a real killer in this one. It turned into a real shooting match at close quarters in the jungle and in the hills. The Marines cleared the cave but had problems in other areas of the hill, with me having the brilliant idea of pulling my armor unsupported by Infantry adjacent to a stack of Japanese Infantry thinking I could get some good Direct fire on them the next turn but instead the Japanese assaulted my armor rolling high and knocking out two steps, one Sherman and one M3/75 Halftrack step due to my lack of patients. I finally had the last stack of Japanese units where I wanted them but I could not finish off the last two disrupted Infantry units or make them demoralized in time to win the scenarios, so a very close Japanese victory!

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To the last bullet
Author thomaso827
Method Solo
Victor United States
Play Date 2014-12-12
Language English
Scenario Saip011

This short scenario has Japanese holding the hill mass on the north end of the board, and gives them one cave to put in there anywhere in their setup area. I placed the cave in the southern ridge of that northern hill mass, in the one hex with light jungle surrounded by heavy jungle hexes. I placed infantry mixes of full and reduced units to keep the Infantry integrity as much as possible to get that extra benefit in assault, and placed one HMG with the AA gun in the hex outside the cave with the Japanese Captain so he could assist or coordinate fire from the infantry units around him, and gave the last Infantry and HMG to the Sergeant. Marines have to set up at 2 hexes or more from the nearest Japanese force and off the hills, so I massed them just to the south of the hill mass, and put the tanks and halftracks in light jungle where they could advance up the hill to a place on the northern 40M level hill where they could fire on the Japanese AA gun but from the light jungle hex that would give them some protection from return AT fire. The Marine Sgt got the Mortar platoon and was to move with it to the 40M hilltop where he could also direct his own fire on the Japanese AA gun or be in a place to fire on anything else the troops might call in on. Right from the start, Japanese dice rolls were mediocre while Marines rolled either hot or completely cold. The Marines were successful in several early assaults and direct firing on outlying Japanese troops, and by turn 6, had successfully assaulted and eliminated the Japanese Captain, the AA gun and the HMG platoon on the hilltop. Japanese troops that failed their morale checks fled to the east side of the hill in heavy jungle to lick their wounds, while the Marines continued the slaughter on the rest of the hill. In the last two turns, the Japanese force from the east returned after the remaining Japanese troops were wiped out, and that last force of a LT and a reduced platoon assaulted the Marine LTC and the 2 platoons with him, doing little damage but surviving the return fire. It came down to the Marine assault on turn 12, with the Marine Flame unit having moved over from an adjacent hex to join the assault for a first fire, and a Marine 12 roll finished off the small Japanese force. It was entirely possible that the small force would have survived that roll and held out for a Japanese win as the hill had to be free of undemoralized Japanese infantry. Great little game, fast but challenging.

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Foothills of Timpo Pale...or not a Boy Scout hike!
Author PatC
Method Solo
Victor United States
Play Date 2012-12-20
Language English
Scenario Saip011

The Axis set up in the SW portion of the hill in a triangular defensive formation. The cave was in hex 0604. The Allies circled their armor around to 0602 and with the help of the Lt. Col. obliterated the Axis position. So it went all game long. The Axis only managed to inflict two step losses on the Allies during the whole game. Marine firepower was just too much. The U.S. could fire on the 30 col get a good result and another powerful stack could assault. The Japanese were wiped out by 1730. Normally I would have given this scenario a 2 but after having played so many scenarios where the Japanese can savage Allied assaults with their assault bonus this had to be rated higher. Consider this, a lone, demoralized, one step Japanese Inf piece still rolls on the three column on the assault chart. This provides the Japanese with a 1/3 chance of getting a result on ANY opponent and also a chance to get an M1 result, which ANY assaulting stack could fail. Add a Japanese leader and it just gets worse. Talk about dangerous. Sorry, but after suffering so much at their cardboard hands it felt good to grind them into the map board for once. Jesus have mercy. Imagine how real Pacific vets feel.

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