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Warehouse Find Saipan 2 #26 |
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| (Attacker) Japan | vs | United States (Defender) |
| Formations Involved | ||
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| Japan | ![]() |
9th Tank Regiment |
| United States | ![]() |
2nd Marine Regiment |
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| Overall Rating, 0 votes |
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0
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| Scenario Rank: --- of 1094 |
| Parent Game | Saipan 2 |
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| Historicity | Historical |
| Date | 1944-06-24 |
| Start Time | 18:30 |
| Turn Count | 12 |
| Visibility | Day |
| Counters | 10 |
| Net Morale | 0 |
| Net Initiative | 1 |
| Maps | 1: 83 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 153 |
| AAR Bounty | 168 |
| Total Plays | 1 |
| Total AARs | 1 |
| Duplicates | Saip026 |
| Battle Types |
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| Exit the Battle Area |
| Inflict Enemy Casualties |
| Scenario Requirements & Playability | |
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| Saipan 2 | Base Game |
| Introduction |
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On the afternoon of 19 June, a group of Japanese tankers from the 9th Tank Regiment who had lost their vehicles in the tank battle on the invasions first night entered Garapan. There, they found a warehouse with ten tanks that had been slated for shipment to Truk; apparently, they had mechanical defects. After several days’ work, they got seven of them to run again, and set out to attack the Marines pressing in on the town. |
| Conclusion |
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The tanks went forward without coordinating their attack with any other Japanese units; the crews had been out of contact with their regiment for days. They soon ran into Sherman tanks and half-track mounted 75mm guns, which shot of six of them; the seventh somehow escaped. But while the Americans touted their victory over the odd attack, neither had they moved any closer to Garapan. |
| 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 #26: Warehouse Find | ||||||||||||
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Saipan 2nd Edition, scenario #26: Warehouse Find Since the Marines setup first, the Japanese have 4 obvious routes to try, the half hexes north or south flanks, the obvious down the center road or through the southern hill with a light jungle path. They must also decide if they want to wait until dark, stay together or split their two units down different paths and lastly, fight and hope for to eliminate two enemy steps or try and get one step off the eastern edge of the map. This gameplay, I decided to make a run for it through the light jungle hill and back on to the road, as the Americans were kind of spread-out defending the obvious enemy paths but the Americans were able to react well and intersect the enemy armor about the middle of the map and rolled first on the activation the next turn, eliminating all three Japanese armor steps. Maybe if the Japanese had activated first, they could have eliminated the American M3/75 halftrack and a possible victory, but the M4 Sherman tank would have been a tall order. So, in this gameplay, it was an American victory. The Infantry are more like blocking pawns and are not dug-in. This was kind of a novelty scenario or a chest-match. The luck of the dice plays a large factor into this scenario. |
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