|
Stumbling Armor Saipan 2 #4 |
||
|---|---|---|
| (Attacker) Japan | vs | United States (Defender) |
| Formations Involved | ||
|---|---|---|
| Japan | ![]() |
9th Tank Regiment |
| United States | ![]() |
6th Marine Regiment |
|
| Overall Rating, 0 votes |
|---|
|
0
|
| Scenario Rank: --- of 1094 |
| Parent Game | Saipan 2 |
|---|---|
| Historicity | Historical |
| Date | 1944-06-15 |
| Start Time | 12:00 |
| Turn Count | 18 |
| Visibility | Day |
| Counters | 29 |
| Net Morale | 0 |
| Net Initiative | 0 |
| Maps | 1: 81 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 160 |
| AAR Bounty | 168 |
| Total Plays | 1 |
| Total AARs | 1 |
| Duplicates | Saip003 |
| Battle Types |
|---|
| Inflict Enemy Casualties |
| Rural Assault |
| Beach Control |
| Conditions |
|---|
| Off-board Artillery |
| Scenario Requirements & Playability | |
|---|---|
| Saipan 2 | Base Game |
| Introduction |
|---|
|
Lt. Gen. Hideyoshi Obata, commanding the Japanese troops defending the Marianas, planned to hold the invaders at or near the beaches with two strong defensive lines. Any penetration would be met by his reserves: a regiment of tanks, weakened by losses to submarines during its voyage to Saipan, and four rifle companies. A weak Japanese tank-infantry counterattack opened at noon. |
| Conclusion |
|---|
|
The Japanese tankers may have stumbled mistakenly into the Marine positions: Marines reported that one tank stopped amid the heavy smoke and popped its turret hatch so the commander could look around, apparently in confusion. The Marines gave him a bazooka rocket for his troubles, and dispatched all five enemy tanks that rumbled into their positions including one that rolled to within 75 yards of Col. James Riseley’s 6th Marine Regiment command post before it, too, succumbed to a Marine rocket. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
|---|
|
| 1 Errata Item | |
|---|---|
|
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)
|
| Saipan 2nd Edition, scenario #4: Stumbling Armor | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Saipan 2nd Edition, scenario #4: Stumbling Armor An interesting situation, the Americans have to defend the beaches from Japanese presence and casualties count in one way or another for both sides. The Americans setup up first and even with 5 leaders have to spread-out to defend. The Japanese have only 3 leaders, so will have only three avenue of attack if they choose. Also, both sides have some armor to fill in the holes or attack through them but the American LVT A-4, LVT A-1 and Japanese Type 95 tanks all only have a defense factor of 1 and can easily knock each other out, so a cat and mouse game within the game as these steps count double. Visibility because is only 3 hexes because of smoke. The Japanese start out very well and find holes in the American lines and push on or close to the beach areas. The Americans regroup and after heavy fighting, taking all 18 of their turns push what is left of the Japanese out and secure a Major Victory but is was a close run and could have been a tie if the Americans didn’t play their strengths and card right. |
||||||||||||
| 0 Comments |
Sap2003

