Paradise Valley Saipan 1944 #38 |
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(Defender) Japan | vs | United States (Attacker) |
Formations Involved | ||
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United States | 2nd Marine Regiment |
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Overall Rating, 6 votes |
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3.5
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Scenario Rank: 427 of 940 |
Parent Game | Saipan 1944 |
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Historicity | Historical |
Date | 1944-07-06 |
Start Time | 12:00 |
Turn Count | 20 |
Visibility | Day |
Counters | 41 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 82 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 132 |
AAR Bounty | 159 |
Total Plays | 5 |
Total AARs | 3 |
Battle Types |
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Cave Control |
Conditions |
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Caves |
Off-board Artillery |
Randomly-drawn Aircraft |
Scenario Requirements & Playability | |
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Saipan 1944 | Base Game |
Introduction |
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Fourth Marine Division took command of the final assault to finish the last Japanese defenders of Saipan, but soon found itself lacking enough manpower for the task. The division's reserve was ordered into the line near an area the Japanese called Paradise Valley. |
Conclusion |
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The 23rd Marines probed the fringes of Paradise Valley. The Japanese had fortified the area heavily to protect nearby beaches from landings, and now turned these defenses on the Marines. As the Marines advanced, fire from caves and underbrush, much of it coming from their backs, brought the advance to a halt. It would take an attack by the Army's 27th Infantry Division to clear Paradise Valley when the Marines could not, something Army officers still fuming over Ralph Smith's firing gleefully pointed out. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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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 #38: Paradise Valley | ||||||||||||
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Three cave counters, both sides get some assets, the Marines more with better off board artillery, air-support and the Satan flame-throwing tank unit. The Marines tried to push forward to the Japanese caves on the far hill and once getting close enough organize into two battle-groups going up either side of the mountain on both trails leading to the top. The Satan Flame-throwing Stuart tank lost a step to the Japanese 70mm gun on the higher ground but after that and with air-support they only lost one more Infantry step and controlled two caves and could have gone for the third but I didn’t see the point in risking more life’s when the American had won a good victory for a change in the heavy mountain jungle. |
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0 Comments |
The Hills Are Alive | ||||||||||||
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The perfect small scenario for one of those days you have little time or want to get in more games. I broke in the new 8-3 Marines with this one and they didnt let me down. I think the reuction of 2 points in DF had no effect on this game. I set up 3 caves around the hill to the north, and defended each with a nearby stack of infantry with leader, thinking they could either assault an oncoming Marine stack or shelter in the cave and make the Marines assault them out. The Marine LTC got a bit brave and moved forward a bit too far, taking the Satan, an LT and 2 infantry platoons with him. He took the first fire as he broke cover on the western trail, but his luck held and he took no damage. Feeling his luck, he moved forward and was engaged by an Engineer and HMG holding the town, and again his luck held and he took no losses. While he was galivanting around, the rest of the force had split into 2 elements, with the Cpt and LT moving along behind the LTC and up the trail, and the Major leading the rest up the middle, slogging through the jungle. The LTC's luck couldnt hold all day, and the Satan was engaged at close range by the 70mm gun, which after exchanging fire for a few turns, finally took a step of the Satan, while a Japanese infantry stack moved up to assault, leaving one cave unguarded but risking it to try to get the Marine commander. The Marines started taking morale losses but never lost more troops from the LTC's force and the rest of the western Marine force caught up to their boss and helped take out the Japanese troops and the gun while the LTC regrouped his troops. By this time, the Major had brought his force around the east side of the hill and was taking out a Japanes machinegun nest and catching an infantry stack in a bad position. The Japanese HMG fell back and occupied the cave while the Infantry tried and failed to hold the Marines in assault. On the western slope, the Marines moved onto the unoccupied cave just below the Japanese mortar on the hill top. The Japanese Engineer and HMG platoon from town had moved up on the west flank while the troops assigned to guard the northern cave moved to assault and try to take back the western cave, but the Marines got in the first fire and eliminated most of the Japanese infantry. By turn 13, the Marines held 2 caves, the Japanese had lost 15 steps and 3 leaders, and had no ability to prevent the Marines from taking the 3rd cave, and the Marines had only taken 3 step losses, including 2 for the tanks. The pin-pricks from the Japanese left couldn't do any more damage, while Marines could pretty well wipe out the defenders at will. With no point in continuing the massacre, I called it a game, with a US victory. Great game. |
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0 Comments |
Caves & Dying for the Emperor | ||||||||||||||
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This was an intense & bloody slogging match of a fight with the resourceful & determined, CavDo leading the Japanese defenders in a 4-session play-through. I led the Americans assigned a rather tedious, "burn out the caves" mission emphasizing close assaults and many adjacent-hex firefights. We used the FOW, consolidation and excess initiative optional rules. Both sides drew middling leaders. This one is a good scenario to play to get used to creating assault maps, but it was also bit tiresome to play and hard tp maintain one's concentration. Both sides threw many combat 7-die rolls, and there were numerous leader losses, including a Japanese senior leader decapitation. Our encounter included a long series of mostly unsuccessful Japanese counter attacks in the approaches to the several stoutly-defended, caves. Others have covered this scenario in detail - so cutting to the chase - we thought that this was a decent one for SOLO play, as it was too slanted against the Emperor's boys for SHARED play. A solid 3 was the rating for shared play. It would likely rate a 4 as a solitaire effort. |
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0 Comments |