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Orphan Battalion Saipan 2 #13 |
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| (Attacker) Japan | vs | United States (Defender) |
| Formations Involved | ||
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| 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 | 1944-06-17 |
| Start Time | 15:00 |
| Turn Count | 16 |
| Visibility | Day |
| Counters | 35 |
| Net Morale | 1 |
| Net Initiative | 0 |
| Maps | 1: 83 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 161 |
| AAR Bounty | 168 |
| Total Plays | 1 |
| Total AARs | 1 |
| Duplicates | Saip011 |
| Battle Types |
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| Hill Control |
| Inflict Enemy Casualties |
| Conditions |
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| Caves |
| Scenario Requirements & Playability | |
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| Saipan 2 | Base Game |
| Introduction |
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In February 1944, Lt. Col. Guy Tannyhill formed the Second Separate Marine Infantry Battalion in Hawaii from 2nd Marine Division troops who had recovered from wounds suffered on Tarawa or other detached duties. The “orphan battalion,” intended to form part of the new 6th Marine Division as the 1/29th Marines, went to Saipan to participate in the invasion. On the invasion’s third day, it went forward to secure parts of the O-1 ridge line on the 2nd Marine Division’s right flank. |
| Conclusion |
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With Tannyhill wounded almost immediately, Lt. Col. Rathvon M. Tompkins - who as a major general would lead the 3rd Marine Division’s bitter defense of Khe Sanh in 1968 - took charge. Rounding up four Sherman tanks that he found wandering in search of a target, Tompkins pointed them at the Japanese. Their covering fire allowed the Marine riflemen to eject the Japanese from their positions, including a troublesome fortified cave. |
| 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 2nd Edition, scenario #13: Orphan Battalion | ||||||||||||
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Saipan 2nd Edition, scenario #13: Orphan Battalion This scenario is pretty straight forward; the Americans must clear the Japanese units from the hill mass with hex 0505 being the center point. The Japanese do have a cave and a 20mm gun to help them out, but the Marines have a M3/75 Gun Halftrack and a M4 tank platoon as well a FLM Engineer unit. The American approaches to this hill mass caused most of their early casualties and I began to worry about this level of casualties. The 20mm Japanese gun even rolled a 12 knocking out my weak armored American M3/75 Gun Halftrack but later the casualties would reset themselves as the Marines started rolling better on the dice. With all Panzer Grenadier Games, protect your ENG & FLM units, as you will need them in assault combat to get the modifier and especially the FLM unit, to cancel out the fire-first for dug-in enemy units. My FLM unit after much use was down to one step. After 15 turns the Marines conquered the hill mass but losing 11 steps to the Japanese 17 steps, for a Major Win and a hard-fought victory at that. I think the Japanese need to stretch out the combat as much as possibly to last 16 turns, maybe I should have had a better defensive setup for them, but I thought it was pretty good when I set them up. |
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| 0 Comments |
Sap2012
