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Rockets & Smoke
Saipan 1944 #20
(Defender) Japan vs United States (Attacker)
Formations Involved
United States 1st Provisional Rocket Detachment
United States 25th Marine Regiment
Display
Balance:



Overall balance chart for Saip020
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-20
Start Time 10:30
Turn Count 24
Visibility Day
Counters 60
Net Morale 1
Net Initiative 2
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Cave Control
Conditions
Caves
Smoke
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

With the Marine lines now having reached the island's eastern shore, Lt. Gen. Holland M. "Howlin' Mad" Smith now directed his two Marine divisions to swing northward to conquer the rest of Saipan. The pivot temporarily compressed the front held by 4th Marine Division, allowing a concentration of force against the heavily-fortified Hill 500. The Marines were surprised to find the heights riddled with caves. It remained to be seen how well defended they were.

Conclusion

Lieutenant Colonel Justice M. Chambers - who would win the Congressional Medal of Honor on the beaches of Iwo Jima a year later - lead his Marines forward under a thick smoke screen while rocket bombardment softened up the defense. Once they were in position, the Marines found the caves inter-connected but very thinly manned; had the Japanese chosen to fully garrison the hill it would have been far more difficult and costly to capture.

Additional Notes

American Mortars can use smoke.


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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

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)

Saipan, scenario twenty: Rockets & Smoke
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-12-03
Language English
Scenario Saip020

Saipan, scenario twenty: Rockets & Smoke

This is a real cave bluster scenario with the U.S. Marines searching out and controlling 3 out of 4 caves on the map, with enough Infantry, engineer units and other units such as the Mk-7 Rocket trucks from the 1st Provisional Rocket Detachment. Against them are some Japanese Infantry types with the only heavy asset being a 20mm gun and four caves to be placed anywhere in their setup area.

Saipan had numerous caves on the island and since AP wanted generic maps, my idea of cave counters was one of my better ones, not only because setup can be different each time for great replay value but they can be used again in the future on any map. With Saipan caves could have been anywhere, so this is ideal!

My attack with the Marines from the other map was dependent on the Japanese cave setup. As the Japanese I had to decide if I want to place them all together to support each other or spread them out, to spread out the Americans. I split the difference and place two on one hill and two more on another hill. This strategy didn’t work out so well for me, as the Marines achieved their goal of conquering three out of four caves within 18 turns of 24 with only losing 3 steps while the Japanese lost the scenario and 13 steps.

Next time, either setup the Japanese caves in four very different locations to really spread the Americans thin or bunch them all together to support each other and put the hurt on the Americans but not my strategy of groups of two, at least that one didn’t work for me. I did get a nice blast from those Mk7’s rolling a beautiful 12 against the Japanese position!

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Rockets Red Glare
Author thomaso827
Method Solo
Victor United States
Play Date 2014-11-14
Language English
Scenario Saip020

The marines have about 3 companies with lots of leaders, including the battalion commander and XO, plus lots of mortars and 2 M-7 rocket trucks, 2 flame and 1 regular engineer unit and lots of HMGs, plus the 2 37mm units with jeeps to tow. The Japanese have 4 full and 3 half infantry platoons, 4 HMGs, a 20mm AA gun, a Major and 3 LTs to hold and defend 4 caves. The Marines need to take 3 of the 4. I spread out the caves well, but obviously not well enough. Marine companies were able to skirt both flanks and down the middle outside of Japanese observation while Marine mortars and rockets pounded the central Japanese position in the village on board 82 at the mouth of the valley. Not a lot of damage was done, but the noise must have been successful in preventing the Japanese from hearing the Marines moving through the jungles. There is a lot of jungle to use on this board, even if much of it is only a single hex thick. A Marine player taking his or her time will have no difficulty sneaking up on the 3 needed caves if set up the way I did. I had 2 on each hill, spread out thinking it would make the Marines take longer to get there. Even at moves of 1 hex per turn, they had more than enough time. In just a few turns, the closest cave on the Marine right was being assaulted, and with pretty good dice for the Marines. Just a little bit of disruption while forcing the Japanese to abandon the cave, and then that moment when the Marines hit the fleeing Japanese with everything they had, leaving only a demoralized LT wandering off on his own. The Marine left and center caves on the larger hill struck at about the same time, with the cave on the left falling immediately, but the one in the center holding out a few turns. This was the one that the LTC decided to lead an attack on, and even with his 9-1-2 stature, he and 2 of his platoons found themselves demoralized and with 2 step reductions, walking away from the cave hex. The Marine Major felt the LTC had succeeded in softening up the enemy, as he walked in with 2 more platoons and took it immediately. By this point, artillery and other troops who were out mopping up took care of the Japanese HMGs in the village, who were demoralized and fled after loosing 1 of the 2 HMG units. Behind the village on the first level of the larger hill, an infantry platoon provided security for the 20mm gun, and with the artillery free from earlier targets, they pounded that position, reducing the infantry and eliminating the AA unit. At the end of turn 12, with only 2 HMG units and 3 leaders, plus the 3 steps of infantry still holding the last cave with their LT, there just wasn't enough Japanese firepower left on the board to try to take back any of the caves, and with no Japanese victory conditions including killing more Marines, the game was called. Marine win, 13 steps of Japanese to 2 steps of Marines lost.

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