Mount Tapotchau Saipan 1944 #27 |
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(Defender) Japan | vs | United States (Attacker) |
Formations Involved | ||
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Japan | 136th Infantry Regiment | |
United States | 29th Marine Regiment | |
United States | 6th Marine Regiment |
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Overall Rating, 2 votes |
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3.5
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Scenario Rank: --- of 940 |
Parent Game | Saipan 1944 |
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Historicity | Historical |
Date | 1944-06-25 |
Start Time | 09:30 |
Turn Count | 30 |
Visibility | Day |
Counters | 48 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 2: 82, 83 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 139 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Hill Control |
Conditions |
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Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Saipan 1944 | Base Game |
Introduction |
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Mount Topotchau towers 1554 feet above the rest of Saipan, its flanks covered in cliffs and jungle. The Marines needed to control this ultimate high ground lying in the middle of the island. The 1/29 Marines, the "Bastard Battalion" formed from shore parties, would hit the summit supported by the 2/8 approaching from the eastern slope and some supporting artillery. |
Conclusion |
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At first the Bastard Battalion bogged down in the jungle from enemy fire. But once they coordinated behind some covering smoke, they ascended a cliff at the eastern end and took the Japanese position. Meanwhile, the 2/8 pushed rapidly to the cliff face but was forced to fall back from the exposed position by accurate enemy mortar fire. |
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 #27: Mount Tapotchau | ||||||||||||
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Mount Tapotchau may be the biggest hill on Saipan but I didn’t know how many map hexes it would actually cover on the final version maps so the victory condition were a little difficult to gauge on this scenario. The victory conditions are simple: whoever controls the most hexes of Mount Tapotchau wins. The Japanese will find themselves spread thin trying to defend the large area against the Marine force of almost twice the size. I setup my Japanese defensive blocking the two trails leading into the mountain and any light jungle or open terrain hexes leading into the mountains as well. This spreads their forces out a bit far but they have two entrenchments to block things up a bit as well but only 5 leaders to run back and forth through the jungle to redirect forces in weak spots. The Marines exploited the weak spots but first lost a step to a combination of mortar and off board Japanese artillery and then paid a price on the initial approach losing another step and a couple of demoralized units but once they punched a hole or two into the Japanese weak spots, the Japanese could not push them out again and the Marines controlled two more hill hexes then the Japanese for a clear American victory and I only needed 20 turns before I pulled the plug on this one. If I had known the complete maps, I would have tweaked the victory condition a bit more but still a fun one to play. I would rank it a 3.5 but since I can’t I will give it a 4, as I don’t want to hear about the Designer who ranked his own scenario below a 4. |
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