On to Magicienne Bay Saipan 1944 #17 |
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(Attacker) Japan | vs | United States (Defender) |
Formations Involved | ||
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Japan | 47th Independent Mixed Brigade | |
Japan | 9th Tank Regiment | |
United States | 24th Marine Regiment |
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Overall Rating, 9 votes |
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3.11
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Scenario Rank: 698 of 940 |
Parent Game | Saipan 1944 |
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Historicity | Historical |
Date | 1944-06-18 |
Start Time | 16:15 |
Turn Count | 10 |
Visibility | Day |
Counters | 24 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: 81 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 121 |
AAR Bounty | 141 |
Total Plays | 9 |
Total AARs | 6 |
Battle Types |
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Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Saipan 1944 | Base Game |
Introduction |
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The Marines drove across the island to the Magicienne Bay area but some of the 24th Marines were fighting off a desperate counterattack. Immediately afterwards their armor support retired to take on more ammunition and gasoline. To make matters worse a nasty surprise arrived on one of their flanks. |
Conclusion |
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Two Japanese tanks drove up to the American lines and raked the Marines with cannon and machine gun fire. The armor was driven off by bazookas and artillery fire, but not before the Marines accumulated 15 casualties. The balance of the Marines reached Magicienne Bay on the island's eastern shore with the rest of the regiments later that day. |
1 Errata Item | |
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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)
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Saipan, scenario seventeen: On to Magicienne Bay | ||||||||||||
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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 seventeen: On to Magicienne Bay A small, short scenario that revolves entirely around casualties! The Americans have the strength to swat this attack but the Japanese hit from two different directions and with a step of armor as well. As the Japanese make contact the Marine’s direct fire has such effects, that the Marines hit the victory condition pretty fast with some nice dice rolls but with this the Japanese did not give up, as they could still cause a draw by eliminating 3 steps of American steps. So before throwing in the towel as the Japanese I just kept assaulting the Americans positions strung out on the roads & trails, assault after assault no matter what the losses and then hit those few demoralized Marines units again until I either run out of Japanese steps or achieve the draw victory conditions. As it worked out the Japanese were able to reverse the Marine victory into a Draw. The Japanese lost 7 steps with most of the rest demoralized but the Americans lost 3 steps resulting in a draw at the very end of the scenario. |
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0 Comments |
Unsupported Armor Dies Again | ||||||||||||
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This has a small force of USMC starting anywhere on road or trail, while a slightly smaller Japanese force enters from the north and a single step of Japanese armor enters from the south. The tanks were able to come up the road on turn 1 and stop adjacent to the southernmost USMC stack of 2 infantry with a good sergeant. USMC assault and eliminate the tank force with no casualties. In the northern half, the Japanese infantry take 3 turns to get to the village and into sight of the other 2 USMC stacks, and the Japanese Sergeant and one infantry are disrupted in the village by US arty fire while the Marines modify their line so that they have 2 stacks facing the probably direction the Japanese will come from. The Marine sergeant and his stack join the other Marines in the center board jungle to help with replacements should they be needed when the Japanese start assaults. It takes another two turns for a strong Japanese stack of infantry to move through 2 jungle hexes and assault, while a second stack gets hit with the heavy firepower of the two forward Marine stacks, causing more Japanese losses. The Japanese make good their assault, but again strong Marine firepower on first fire in the jungle cuts the Japanese assault force in half before they get to strike, and in turn, their assault causes just a little disruption. The next turn, both sides in assault stop to regroup, but the Sergeant standing by in the adjacent hex brings his Marines in to restart the assault while the Japanese still have 2 disrupted infantry units, and with a roll of 12, the Japanese are badly shaken by 2 step losses, and fail in their turn to shake the disruption and demoralization off. The next turn, the Marines continue to assault and destroy two more steps of Japanese troops, leaving one demoralized and one disrupted Japanese leader all alone in the hex. Leader loss and morale checks prove nothing, but following up to see if the two are killed or captured sees them leave the board. Longer range shots exchanged between the other Marines and the Japanese holding the village, along with the continuing Marine artillery, leave the troops in the village spending more time regaining good order than being able to do any damage. In the end of this short 10-turn battle, the Japanese are left a reduced HMG and Service platoon with the Captain in the village, another disrupted LT with a demoralized single step of infantry adjacent to the Marines, and no way he can inflict the 3 steps of damage needed to swing the turn from a full US victory. Japanese lose, with 11 steps lost to nothing for the Marines. Great little game. |
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0 Comments |
Should the Japanese play for a draw? | ||||||||||||||
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Given the victory conditions once either sides achieve victory WITHDRAW. I only got a draw due to Bruce's aggressive nature. I should have retreated a stack or gone for an assault. I did DF instead. He assault on his next activation to assault. Rolled a 12. Lost 2 steps and demoralized the other unit. If played defense he would have won. As my demo unit has to recover he can continue the assault for 2 more of the 5 needed steps. I forgot about the variable timed fuses. Under no circumstance should the IJA units end in a clear hex. Lose initiative and the 16 Off Board Art is coming down on your hex. |
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0 Comments |
Marines are over powered | ||||||||||||||
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We played to a draw but that only occurred in the next to last turn and there were not many Japanese left. The Marines are way over powered compared to the Japanese, along with the off board Artillery with the VT fuse. Any unit that moves in the open gets hammered. I think the marine force should be reduced but I would need to play a couple more times as both the Japanese and the Marines to determan by how much. |
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0 Comments |
Magicienne Bay or the Japanese are cut up and sliced thin |
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The Allies set up on the road in hexes 0811 and 0619 and in the town at 0508. The Axis main force entered from the north edge. However their armor failed to activate for the FIRST THREE TURNS! But in the long run, did it really matter? As the Axis advance south the Allies move to hexes 07710 and 0812. The Axis assault was coordinated but was just cut down by accurate Allied direct fire. The Axis stacks received the full brunt of Allied firepower plus the two column shift for being adjacent. There were a slew of demoralizations and disruptions and step losses, too many to count here. So much so that the scenario ended right then and there. This was an easy Allied victory.The Marines were searching for souvenirs before the players put the dice away! I'm not sure if the late arrival of the Axis armor, in the long run, made any difference. It may just have prolonged the agony. There were some lucky rolls for the Allies for sure but with their high firepower factors it was just a matter of time before they would start rolling step loss numbers. I'll give this scenario a 2. It may be worth a replay to see if the Axis armor has any effect on the battle or better luck entering. |
3 Comments |
Just wondering Pat but why didn't you enter the Japanese armor until turn three? This scenario only has ten turns and there is little the Marines can do to stop the armor but assault it, which could cost them step losses. The step of Japanese armor is what really helps to balance this scenario out.
Maybe next time!
Jay, You were so right. Somehow I missed the fact that the armor was available. I was rolling for their appearance. Thank God these are only cardboard pieces. Imagine if they were really men and a mistake like this was made. There would be no next scenario, regardless of which nation I served. Things like this are an insight into what can happen in real life combat. We read about these kind of blunders and are amazed how it could happen. Well now we know how!
The Unfortunate Commander, Pat
My first Saipan battle is NOT a raging sucess | ||||||||||||
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Although I have had this game now for at least two years I have not bothered playing any scenarios from it but looking for a quickie solo game and wanting to dip a toe back into Pacific PG I played this 1 map 10 turner. I have the original maps which as we all know were printed in too dark hues making it hard to see what terrain is what, I knew that but hoped it would be easier with the colour terrain effects chart downloaded from this very site. Its not, but no matter as the new TEC from 4th edition does not include Cane Field's or Marsh either. Typical of AP's production standards. That said I treated Cane Fields as Fields and ignored Marsh completely calling anything that looked like it Swamp. The scenario has a small force of Japenese entering from the North with a Reduced Tank unit entering from the south, they are outgunned by the Marine units who can set up on any Trail or Road hex, and that the problem with this scenario the Japanese player has to eliminate 3 Marine steps without losing 4 of his own. The former may be possible the latter to me looks very hard to achieve. So in my game the Japanese marched on to the board, detached a HMG and reduced INF to harass the Ami's and the rest cowered in one corner of the map surrounded by dense jungle knowing that the Marines would struggle to get to them in time. The Tank chugged on and then ran around avoiding any contact with the American. The harassing force were wiped out but that was only 3 steps(so what) the result a draw. I hope I am missing something but this was a most boring scenario the only plus side was it took less than 60 mins to play, back to the Eastern Front for me. |
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5 Comments |
Wayne, my sympathies with the dark map. I purchased the replacement maps from Avalanche, which are much easier to use. Wondered whether you used the corrected (reduced rated) Marines included in the Golden Journal and standard in the 2nd printing of Saipan, or the super-soldiers from the first printing. The new Marines are mortal, and Japanese elan is more apparent when the revised Marines are tasked with assaulting them.
Every AAR for Saipan and Marianas from here on out needs to include whether mortal or super-soldiers were used.
Wayne, it doesn't sound like the Pacific is your thing. The terrain rules are right one the scenario book for marsh and swamp: Terrain: #3. But for cane fields, treat them as normal fields. You got the victory conditions wrong. The Japanese win if they eliminate three or more American steps and the Americans win if they eliminate four or more Japanese steps, if neither side or both sides win it is a Draw. Also the Marines are Not dug-in. I believe AP replaced the too dark maps with lighter ones if you requested or called them.
As Larry says Saipan is a bit more balance with the lower value Marines. Not sure why they were so high values to begin with. But from your AAR it sound like you had a terrible time, sorry to hear that.
I was tired of Western and Eastern front games only in PG, so I dove into Asia-Korea/Pacific areas and Sicily down to road to give PG a little variety plus I was interested in those subjects.
If you ever get Saipan back up, I recommend you play scenario #1: Red beach so you at least get a taste of what Saipan was like.
Also, here is a terrain chart that Guy Riessen did over on BGG that might help out:
http://www.boardgamegeek.com/image/1522055/panzer-grenadier-saipan-1944
Larry I did use the Saipan 1st Edition Marines, so with unreadable maps, unusable Terrain chart and the wrong value for the marines AP did an outstanding production job, I feel sorry for Jay as I am sure there are some excellent scenario's in the game. I did not make a mistake with the VC's the result was a draw with the US getting three steps and Japanese none. As the Japanese player I played for the draw from the onset of the game as I would not expect to see many Japanese wins specially using the high value marines.
Wayne, I hope you find some enjoyment in Saipan in the future with another scenario and I hope you can get a hold of reduced Marine counters and newer maps as well. Keep on gaming!