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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Armor After Dark
Saipan 1944 #25
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 136th Infantry Regiment
Japan 9th Tank Regiment
United States 106th Infantry Regiment
Display
Balance:



Overall balance chart for Saip025
Total
Side 1 0
Draw 2
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 215 of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-23
Start Time 20:30
Turn Count 12
Visibility Night
Counters 27
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 126
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

A day of fierce fighting in "Death Valley" led to little progress for the 27th Infantry Division, contributing to Howlin' Mad Smith's fury. While the Marine's Smith held the Army's Smith responsible, the Japanese also had something to do with it. As soon as night fell, a half-dozen tanks came trundling down the road leading through Death Valley backed by infantry.

Conclusion

The Americans failed to spot the tanks until they were right on top of their positions, and the first one burst through unscathed with the following five tanks were subjected to a furious barrage of artillery and bazooka fire that quickly destroyed them all. But the lead tank blithely cruised up and down the American front line, shooting up foxholes, command posts and a captured Japanese ammunition dump. The resulting explosions panicked much of the 3rd Battalion, which fell back in disarray. The tank clattered on into the lines held by the 23rd Marines who promptly dispatched it with a bazooka round.


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
  • Foot
  • Mechanized
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
Scen 25

Japanese enter anywhere on the north edge of Map 82 on Turn 1

(JayTownsend on 2013 Mar 06)

Display AARs (2)

Saipan, scenario #25: Armor After Dark
Author JayTownsend
Method Solo
Victor United States
Play Date 2013-01-07
Language English
Scenario Saip025

This is a fun little scenario. I setup the Americans blocking the road leading south, as why hide them in the mountains, as neither side would win without eliminating enemy steps, plus they get to start dug-in. The Japanese lead the attack with their armor and my first mistake here was outdistancing my Infantry. The Japanese armor pulls up the Type 97’s and Shinhoto’s adjacent to a stack of dug-in American Infantry thinking they would be immune to anything but the Americans risked it all and left their dugout to assault the Japanese armor and as it in the luck of PG dice rolls, they rolled two AT 6’s and took out two steps of Japanese armor with bazooka rounds. I should have reset the game right there and played again but I didn’t and the Japanese fought back for a while but fought an uphill battle and lost 8 steps to 3 steps. The Americans won a minor victory. In the beginning I thought the Japanese could just pull up alongside and eliminate Americans steps but I took the chance and left the safety of the dug-outs as the Americans. Next time I will wait for the Infantry to back me up. It will be really fun to play this one again to see what happens but for now, I’ll put it on the back burner!

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Bungle in the Jungle
Author thomaso827
Method Solo
Victor United States
Play Date 2014-07-11
Language English
Scenario Saip025

Japanese are trying to come down the valley known as Death Valley after dark against US Army troops along the edges of the valley and holding a village at the southern end. Both sides are just trying to kill as many of the other guys as they can and survive through 12 turns. In this game, the Japanese tanks didn't last long, being caught in close assaults on turns 1 and 2, and unlike the Marines in my last game, these guys knew where their bazookas were. All 3 steps of Japanese armor gone in 2 turns. From there it became a brawl in the jungle at night as both sides took turns advancing into assaults, taking a step here and dmoralizing there. But the Japanese took the worst of things, losing an LT and an infantry step in turn 4, and rapidly going down hill from there. By the end of turn 9, there was a lonely Japanese LT one hex away from their starting point on the north edge, all infantry and other leaders having died. The Japanese Major died on turn 8 even. The US had just about rallied everyone else, getting ready to hunt any surviving Japanese troops. In the end, a difference of 7 steps or more is a major victory, and with 15 steps lost from the Japanese to only 7 from the US, it was a Major US Victory. My first serious battle in the dark so far. Interesting scenario. Lots of 2s, 3s and 11s in combat results on both sides, while Japanese artillery did only a little damage when it did hit, and because of visibility of only 1 hex, it was always a possible friendly fire situation, and did in fact do as much damage to Japanese troops as it did US overall.

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