Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Punishment on Yellow Beach
Saipan 2 #6
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 47th Independent Mixed Brigade
United States 25th Marine Regiment
Display
Balance:



Overall balance chart for Sap2006
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1094
Parent Game Saipan 2
Historicity Historical
Date 1944-06-15
Start Time 09:00
Turn Count 18
Visibility Day
Counters 67
Net Morale 0
Net Initiative 1
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 169
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip005
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Lt. Col. Lewis C. Hudson’s 2/25 Marines landed on Beach Yellow 1, the next-to-last American beach. Here the Marines faced enemy fire from the front, where Japanese guns had been dug in behind a railroad embankment, and from their right flank, where Japanese guns on Agingan Point, the south-west tip of Saipan, poured fire into the slowly-moving amphibious tractors. The Japanese infantry gave way, allowing the artillery, anti-aircraft guns and mortars to wreak slaughter on the invaders. The embankment would have to be taken.

Conclusion

Where the Marine-crewed LVT(A)’s on other beaches refused to engage the enemy, the Army crews of the 708th Amphibian Tank Battalion spearheaded the assault and even deliberately sought to draw enemy fire away from the Marines. Despite the bravery of the Army amphibians, the Japanese held out until Navy carrier planes blasted their positions and destroyed many of their heavy weapons.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 1268

The A1 has an inherent leader and two combat steps. Its counter should have been given an amphibious armor symbol.

(Shad on 2013 May 06)
Overall balance chart for 1269

The A4 has an inherent leader and two combat steps. Its counter should have been given an amphibious armor symbol.

(Shad on 2013 May 06)
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 (1)

Saipan 2nd Edition, scenario #6: Punishment on Yellow Beach
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-07-17
Language English
Scenario Sap2006

Saipan 2nd Edition, scenario #6: Punishment on Yellow Beach

This scenario for its medium size, was one of the bloodiest Marine scenarios I have ever fought. The Japanese have a ton of nasty naval and army guns in entrenchments to go along with their Infantry and mortars. The Americans have their LVT 4s to carry the Marines forward to a point and will need these to follow, both for direct fire and assault added value/fire. They also have Army LVT A-1s & LVT A-4s to lead the way but all three types of LVTs have very weak armor protection and the loses stack up fast to the approached on Japanese positions.

There are three victory objectives for the American to try to achieve and I didn’t read them in detail, as Hill 1114 is only for that hex and Hill 1005 is for the whole hill that encompasses Hill 1005, or I would have setup the Japanese defenses more around the hill mass of 1005 then the lone hill hex of 1114 and the Japanese would have won this game. But as it was the Marines conquered the hill mass of 1005 and the hill of 1114 but lost too many casualties.

The Marines won a very minor victory, as they lost a staggering 40 steps and 4 leaders, to the Japanese losses of 15 steps and 3 leaders. Those Amphibious tank and transport get shredded and fortunately most were not loaded. So a hollow victory and if the Japanese setup as I mentioned, they would probably have won this one. With that said, one of the funnier scenario to play.

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