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!
Counterattack on Yellow Beach
Saipan 2 #7
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 47th Independent Mixed Brigade
United States 25th Marine Regiment
United States 4th Marine Tank Battalion
Display
Balance:



Overall balance chart for Sap2007
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Saipan 2
Historicity Historical
Date 1944-06-15
Start Time 09:30
Turn Count 20
Visibility Day
Counters 94
Net Morale 0
Net Initiative 0
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 177
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip006
Battle Types
Inflict Enemy Casualties
Beach Control
Conditions
Entrenchments
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

The strong Japanese position on Agingan Point allowed them to pour fire into the right flank of the Marines landing on the Yellow beaches. As the Marine reinforcements of the second wave came ashore, the Japanese launched a counter-attack up the beach in an apparent effort to roll up their seaward flank. This would be the strongest such Japanese effort on the invasion’s first day.

Conclusion

After fire control teams made sure that no low-flying aircraft would be knocked down by their heavy shells, the battleship Tennessee went to work. Innovations and experience now allowed warships to effectively support troops ashore, and Tennessee’s 14-inch shells simply obliterated the two leading Japanese infantry companies. With the support of newly-landed Sherman tanks of D Company, 4th Tank Battalion, the Marines drove off the survivors.


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).
  • 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

Display Order of Battle

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

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 (1)

Saipan 2nd Edition, scenario #7: Counterattack on Yellow Beach
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-07-18
Language English
Scenario Sap2007

Saipan 2nd Edition, scenario #7: Counterattack on Yellow Beach

This is a very tough one for the Japanese and to make it worse I place the Marines as starting as dug-in but they were not, this help the Marines in Fire-First which benefit they should not have, so my results are skewed.

But with the help of Off-map 84 points of battleship Tennessee bombardment on any three turns plus air-support every turn and another 30 points of bombardment on turns ending on 00, it way too much for the Japanese. The American start with 4 steps of M4 Sherman tanks and must stay out of sight of the big Japanese naval gun, and they get another 4 steps of Sherman tanks reinforcements that will have to be borrowed from the Army counter mix, not sure why they were added but no big deal as the Americans win a minor victory as the Japanese had a couple places breached in the lines where bloody assaults took place and had to be retaken.

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