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
Errors? Omissions? Report them!
Overlooking Radio Road
Saipan 1944 #26
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 9th Tank Regiment
United States 2nd Marine Regiment
Display
Balance:



Overall balance chart for Saip026
Total
Side 1 3
Draw 0
Side 2 9
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 343 of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-24
Start Time 18:30
Turn Count 10
Visibility Day
Counters 11
Net Morale 0
Net Initiative 1
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 116
AAR Bounty 159
Total Plays 12
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

Marines of the 3rd Battalion, 2nd Marines had advanced to a spot overlooking Radio Road just outside of Garapan. The Japanese began ill-considered attempts to eject the Marines. First, a doomed platoon sized banzai charge attempted to drive back the regiment's 1st Battalion. Then as 3rd Battalion began to dig in for the night seven Japanese tanks charged from the ruins of the town unsupported by infantry.

Conclusion

The pair of Sherman tanks and 75mm armed halftracks destroyed six of the seven Japanese tanks in short order, without losing any of their own. The seventh Japanese tank skedaddled back the way it had come. The 2nd Marines would remain in their positions for the next several days.


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
  • Mechanized
United States Order of Battle
Marine Corps
  • Foot
  • 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 26: Overlooking Radio Road
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-12-25
Language English
Scenario Saip026

Saipan, scenario 26: Overlooking Radio Road

Trying to simulate small actions at PG Level can be a hit or miss proposition but sometimes they are just fun. I setup the Marines in set defensive position trying to cover all the area I thought the Japanese might try and slip by. The Marines are NOT dug-in, so I must figure the best way to spread them out but without giving that away I’ll let gamers have the fun of trying this for themselves. Next I must decide how to approach from off board as the Japanese and what victory conditions to go for; exit points and avoiding contact or destroying enemy steps?

This is so small of a scenario, that I quickly had 8 plays in, using a set Marine defense that I thought best covered the map but trying 8 different Japanese attack strategies and approaches. I’ll list all 8 plays as one AAR but post 8 game plays.

  1. Japanese victory attacking two steps of reduced Marine’s Infantry in assault combat and rolling a 6 and then a 5 in two activations in a row or two turns. I little luck here but the reduced step Marines don’t have AT fire rolls, so why not play the odds.

  2. American victory, all Japanese armor destroyed by a platoon of Sherman tanks with armor efficiency and two shots.

  3. American victory, all Japanese armor destroyed by a M3/75mm halftrack after three turns.

  4. Japanese victory, taking out both steps of the American M3/75mm halftracks.

  5. American victory, Heavy Jungle takes out two steps of Japanese tanks and the third is destroyed by an assaulting full step of Marine Infantry with AT firing abilities.

  6. American victory, as again the Japanese failed to slip by the Sherman tanks.

  7. American victory, once again the Japanese armor cannot get around the Sherman tanks.

  8. Japanese victory, the Japanese try the heavy jungle hex again losing two steps in the process but still being able to exit one step off the map for another lucky victory.

I think if you played this 20 times, the Americans would win 15 out of 20 but it’s still fun trying.

0 Comments
You must be a registered member and logged-in to post a comment.
Tanks? I didn't see no stinking tanks!
Author thomaso827
Method Solo
Victor United States
Play Date 2014-06-27
Language English
Scenario Saip026

Gads, the scenario didn't last long enough to put 4th edition to the test. A nice little 10-turn scenario with 3 steps of Japanese tanks that have to get across the length of board 83 with 4 steps of Marine infantry, an M3/75 tank destroyer and a reduced Sherman. Japanese have a little bit of a lead in initiative, which my die rolls enhanced for 2 activations as I started turn 1. Looking at the game map, there is a fairly clear line of hexes if I drive up the south edge of the board, but that seemed gamy to me so I figured I'd drive down the trail like any good tank command. Right up to the outskirts of the first town on the trail where the Marines holed up with a full platoon and one reduced platoon, a 9-0-1 Liuetenant and an excellent sergeant (whose numbers slipped my mind, but he sort of reminded me of SGT Rock from the numbers - all the Marine leaders came out excellent with a 10-1-1 LT I left in charge of 2 reduced squads a bit further back along the road). Anyway, as the Japanese full platoon of Type 95 tanks came to a stop on the edge of the village, the halftrack opened OP Fire, claiming a step right off the bat. The Japanese Shin reduced platoon came along on the next activation and stopped just inside the jungle, still on the trail but out of sight of anyone who could do it harm. Marine Sherman activates, and having the advantage of shooting after the halftrack shot, gets the crossfire modifier. Bang, there goes the second step. Thus ends turn 1. Turn 2 starts as did turn 1, with the Japanese getting 2 activations and the US 1. The Shin moves forward one hex into the open with the idea of skirting the village through the fields to his left, when the halftrack again OP fires. Bang. There goes another and final step of Japanese armor. Getting second thoughts about what is gamy and what isn't. I want to try this gain face to face with somebody who might just do that end-run sort of thing, making me as the Marine spread out a bit more to catch him wherever he might head.

0 Comments
You must be a registered member and logged-in to post a comment.
tough for the Japanese
Author t1M0t8yk
Method Solo
Victor United States
Play Date 2019-01-29
Language English
Scenario Saip026

This is a neat little tactical puzzle playable in minimal time. Like Jay I noodled through more than one play, and in the process I realized that the optional overrun rule also seems essential to the Japanese chance to win. It also seemed after reading Jay's AAR that I wasn't doing everything correctly; turns out I had incorrectly interpreted regular jungle as heavy jungle. This is very meaningful because heavy jungle is prohibited terrain to tanks, and the Japanese would have no chance at all.

What follows is my final play. I set up two Yank infantry units on the north edge and two on the south edge. The Shermans occupied the first town on the main road, and the halftracks the village in the south middle of the board. Japs had a choice to approach the edge infantry or run up the gullet into the Shermans. The latter seemed futile, so I had them enter along the south edge.

The Yanks retreated and pivoted the infantry. They also moved up the halftracks, occupying both potential exit hexes of an overrun of the full strength forward-positioned platoon. On the second turn, without an overrun option, the Japs tried to flank the Yanks by moving adjacent but into the jungle. The halftracks took a shot when they could without success. Meanwhile the Shermans arrived and now occupied the village where the halftracks originally set up.

At this point the Japs best play, I thought, was to go for step losses. They won initiative. The Shins took a shot at the halftracks but missed. Meanwhile the Type 95 tanks assaulted a half platoon again unfortunately for the Japanese without success. The Shermans shortly thereafter blasted the Shins, and full-strength platoon joined the assault with the Type 95s. Before long the Type 95s were also out.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.212 seconds.