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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Mutcho Point
Saipan 1944 #37
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 118th Infantry Regiment
Japan 135th Infantry Regiment
Japan 136th Infantry Regiment
United States 2nd Marine Regiment
Display
Balance:



Overall balance chart for Saip037
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 179 of 940
Parent Game Saipan 1944
Historicity Historical
Date 1944-07-04
Start Time 09:00
Turn Count 14
Visibility Day
Counters 31
Net Morale 0
Net Initiative 2
Maps 1: 80
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 127
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Inflict Enemy Casualties
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

Most of the surviving Japanese defenders of Garapan retreated to nearby Mutcho Point, where an anti-aircraft battery did its best to shelter them from further Marine attack. Prior to leaving the line for a well deserved rest, the 3rd Battalion of the 2nd Marine Regiment received the assignment to finish off the Japanese garrison there as well as the remnants who'd joined them, With no hope of escape or relief, the defenders prepared to sell their lives dearly.

Conclusion

The major obstacle for the Marines in this operation was the heavy antiaircraft battery on the point. The 120 Type 10 dual purpose gun could employ as both an antiaircraft gun and in direct fire support role against ground targets. Both the Army and the Marines encountered these types of guns on Saipan. The crews on Mutcho Point employed theirs with skill and bravery, but ultimately could not stop the Marines.


Display Order of Battle

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

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 #37: Mutcho Point
Author JayTownsend
Method Solo
Victor United States
Play Date 2013-01-22
Language English
Scenario Saip037

Another fast playing scenario, where the Americans must takeout the big 120/10 Gun and at least five other steps, and in 14 turns, anything less is a Japanese victory. The Japanese setup way up north, on or around the small hill there. The big gun is dug-in there surround by other Japanese INF, HMG & SER units also dug-in or in heavy Jungle. The Marines waste about 6 turns getting up there but after that and three turns with some nice dice rolls of the 3 x 10 off board artillery they start to take control taking out 6 Japanese steps plus the 120/10 gun winning the scenario but still losing 3 of their own steps. The time limit was close but this makes it a more tense of a scenario.

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Hide and Seek
Author Matt W (Japan)
Method Face to Face
Victor United States
Participants Hugmenot
Play Date 2014-02-23
Language English
Scenario Saip037

If ever there was a scenario that needed hidden units and face to face play it is this one. The Japanese are tasked with protecting a 120/10 dual purpose gun against a couple of companies of Marines with flamethrowers, off board artillery and really nasty dispositions. To fight this the Japanese had a company of infantry with some service troops and some extra HMG support. The Marines, as is their wont, have to kill the Japanese and silence the gun.

Without any hidden units the Marines have a decent idea where the gun is. As a result they can make a bee line for the one or two locations where it might be. Daniel and I play a version of fog of war in that stacks cannot be investigated until you are in an assault or the particular unit fires. Even with this help Daniel was able to identify the two possible locations for the gun and to hone in. As he got closer I finally needed to fire and the resulting artillery strike made short work of the gun (a "3" on the 30 column!).

On the other hand, the Japanese do have sufficient firepower in this scenario to cause some Marine casualties.

We felt that two hidden units and one hidden leader for the Japanese would provide this one with all the balance it needed. As it was, we both rolled incredibly well on the fire tables and the issue was in some doubt until turn 9 of 14. With the hidden units the suspense would continue. I give this one a "4" on the potential.

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If At First You Don't Succeed, Shoot, Shoot Some More
Author thomaso827
Method Solo
Victor United States
Play Date 2014-09-23
Language English
Scenario Saip037

Marines enter with a little more than double the number of Japanese defenders, and need to eliminate a Japanese heavy AA gun as well as at least 5 steps of troops. I used the town hexes to place 2 of the defending stacks, with an INF and Ser in the southern-most town hex, an INF and HMG in a town 4 hexes back but on the beach side, to keep Marines from just advancing up the beach, and another stack in the jungle to the east near the hill, that any Marines that enter the village hex there would be within range to fire. Marines came in with 2-unit stacks, 3 with an INF and an HMG, another with the mortar, the ENG and the FLM elements. Marines advanced well until one CPT with an INF and the FLM assaulted the southern-most town hex, where things got bogged down and the only loss, 2 steps of Marine INF were lost, while another INF platoon moved in from an adjacent hex to keep up the fight. The assault continued for some time while other Marines bypassed the combat. To the east, the firepower of two stacks of Marines finally wore down and eliminated the Japanese holding the flank, but this just gave the Japanese AA gun a target. Die rolls for the most part were mediocre, but a few 2s and a 12 played a large part in eliminating Japanese troops. The Marines called in all 3 of the 10 arty each turn on the Japanese AA guns, but only on turn 14, as troops were maneuvering around and working to eliminate more Japanese troops did the Marine arty get the range. Snake-eyes eliminated the gun while the sergeant at the gun shrugged off the morale check. By this time, the only surviving Japanese troop unit on the table was the HMG, which was working it's way over to the jungle hex where the AA gun and Sergeant had been. The game ended on turn 13, with the Japanese having already lost 11 steps including the gun, and having left only the HMG and SGT. Another Marine victory.

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