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Riding Shotgun Saipan 2 #3 |
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| (Defender) Japan | vs | United States (Attacker) |
| Formations Involved | ||
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| Japan | ![]() |
136th Infantry Regiment |
| United States | ![]() |
8th Marine Regiment |
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| Overall Rating, 0 votes |
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0
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| Scenario Rank: --- of 1093 |
| Parent Game | Saipan 2 |
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| Historicity | Historical |
| Date | 1944-06-15 |
| Start Time | 11:00 |
| Turn Count | 20 |
| Visibility | Day |
| Counters | 24 |
| Net Morale | 0 |
| Net Initiative | 1 |
| Maps | 0: 80 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 159 |
| AAR Bounty | 168 |
| Total Plays | 1 |
| Total AARs | 1 |
| Battle Types |
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| Inflict Enemy Casualties |
| Entrenchment Control |
| Conditions |
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| Entrenchments |
| Off-board Artillery |
| Scenario Requirements & Playability | |
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| Saipan 2 | Base Game |
| Introduction |
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The 2/8th Battalion’s Company G, charged with taking Afetna Point, had been given all of the regiment’s shotguns (while retaining their M1 Garands). This would hopefully help avoid friendly fire casualties since 4th Marine Division troops would be advancing from the opposite direction. The M97 pump shotgun could be slam-fired, allowing a Marine to keep the trigger pulled and fire all six rounds as quickly as the he could chamber a fresh round. That yielded enormous close-range firepower, that would not travel more than 50 yards. |
| Conclusion |
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The Marines fought their way slowly forward, repelling numerous Japanese counter-attacks. The shotguns proved extremely useful in short-range combat, despite many of their shells having warped in the salt sea air so that they no longer could be loaded. The Marines failed to take their objective, and there would be another day’s fighting before the Japanese were cleared from Afetna Point. |
| 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 2nd Edition, scenario #3: Riding Shotgun | ||||||||||||
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Saipan 2nd Edition, scenario #3: Riding Shotgun This is a better scenario to play solitaire, as the Japanese have little to do but defend but it is a fun scenario to play as the U.S. Marines with the time pressure to get all the victory objectives and try to keep organized, and I like the special rule for shotguns in assaults. It started out worrisome for the Marines as they took casualties on the approaches and the early assaults and they do not have that many units to begin with but things turnaround with good leadership and by turn 18 of a 20 turn scenario, the Marines had won a major victory and took all the casemates and entrenchments and basically cleared the map of Japanese. A fun clearing scenario. |
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| 0 Comments |
Sap2002

