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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Pushing Forward
Saipan 1944 #30
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 118th Infantry Regiment
Japan 136th Infantry Regiment
United States 106th Infantry Regiment
Display
Balance:



Overall balance chart for Saip030
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-28
Start Time 13:15
Turn Count 15
Visibility Day
Counters 38
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 132
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

The initial American advance had bypassed Hell's Pocket after the difficulties encountered there. Now, days later, the 106th Infantry pushed forward into the area once again, hoping the Japanese had moved out. But General Saito's men were not ready to give up these positions just yet.

Conclusion

The 106th advanced and crushed most organized resistance until the troops were pinned by accurate mortar fire and charged by two enemy tanks firing cannon and machine guns. The fire stunned the soldiers and it took almost ten minutes before the Americans were able to fight back effectively. The tank charge killed 12 soldiers including Colonel Mizony, Captain Tarrant and 1st Lieutenant McGreger and wounded 61 soldiers before the tanks were destroyed. The advance was done for the day.


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
  • Mechanized
United States Order of Battle
Army

Display AARs (2)

Toothless Tigers
Author thomaso827
Method Solo
Victor United States
Play Date 2015-10-05
Language English
Scenario Saip030

This short scenario fit the bill for a quiet afternoon. Japanese have 6 infantry, 2 of them reduced, 2 HMGs, 3 81mm mortars and a reduced Type 97 tank. They have to hold as much non-hill terrain as possible south of the east-west road on board 82. The US Army attacks this with 8 infantry, 2 of which are reduced, 3 HMGs, a Flame, an Engineer, and 2 81mm mortars, supported by 2x18 OBA. The best way I could see to hold the low ground is to set on the hills and assault down onto the US troops as they approach, and place the HMGs in good spots to fire as far out as possible to inflict some damage at a distance. The tanks were placed to the west in light jungle where he could either use his DF against US troops or add his weight to an assault on the Japanese right. Japanese in assault are usually pretty good, but the step losses they started out with told against them as soon as the assaults started. The US Army managed to get the better of them, even through the loss of the Colonel and subsequent failure of the Captain to pick up and carry on. The rest of the LTs and the Sergeant managed to regroup several stacks of demoralized or disrupted troops, getting them back into the action fairly quickly, something the higher morale Japanese leaders failed to be able to do. By turn 8, the US could no longer fire OBA or mortar since all potential targets were already being assaulted, and it was a matter of feeding in good order troops as soon as an assaulting platoon started having problems. at the end of turn 9, the last Japanese soldier was killed or run off, leaving the Major and 2 LTs to wander the field. With no Japanese OBA and the Japanese mortars having been part of the casualty list, there was no reason to play out anything more. US had eliminated 17 steps, doubling the 8 they needed for a win, and the Japanese had no way to hold onto anything with just the 3 leaders. Great little battle.

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Saipan, scenario #30: Pushing Forward
Author JayTownsend
Method Solo
Victor United States
Play Date 2013-01-15
Language English
Scenario Saip030

First let me state that the original Japanese victory condition in the design version had them winning by controlling more Valley hexes than the Americans but it was changed in development to controlling more non-hill hexes south of the east-west road which I feel they have very little chance. I believe the most the Japanese can hope for it getting a draw by denying the 8 step loss victory points.

The American Army units did eliminate just 8 steps towards the very end to achieve a close victory. The Japanese Type 97 step even survived the battle. A fun scenario for the Americans to play but not the Japanese in this finalized version of this scenario and for that reason alone I will rank my own scenario a 3. I recommend this as a solo scenario.

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