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
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The Emperor’s Sword
Saipan 2 #29
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 136th Infantry Regiment
Japan 9th Tank Regiment
United States 106th Infantry Regiment
Display
Balance:



Overall balance chart for Sap2029
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1094
Parent Game Saipan 2
Historicity Historical
Date 1944-06-23
Start Time 20:30
Turn Count 20
Visibility Night
Counters 25
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 159
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip025
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

The high ground assigned to the Marines on either flank of the Army division did not lend itself to a Japanese counter-attack. The Japanese 136th Infantry Regiment had fought well since the American landings, but losses had piled up in the solid week of heavy combat. Not enough to stop Col. Yukimatsu Ogawa’s carefully planned counter-attack, spearheaded by six surviving tanks of the 9th Regiment.

Conclusion

The Americans failed to spot the tanks until they were right on top of their positions, and the first one burst through unscathed with the following five tanks were subjected to a furious barrage of artillery and bazooka fire that quickly destroyed them all. But the lead tank blithely cruised up and down the American front line, shooting up foxholes, command posts and a captured Japanese ammunition dump. The resulting explosions panicked much of the 3rd Battalion, which fell back in disarray. The tank clattered on into the lines held by the 23rd Marines, who promptly dispatched it with a bazooka round.


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
  • Foot
  • Mechanized
United States Order of Battle
Army

Display AARs (1)

Saipan 2nd Edition, scenario #29: The Emperor’s Sword
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-09-05
Language English
Scenario Sap2029

Saipan 2nd Edition, scenario #29: The Emperor’s Sword

The whole idea of this scenario in about who can eliminate the most enemy steps and both sides are kind of even in force except the Japanese have armor and off map artillery and it is fought at night, so maybe it isn’t so even.

There are three obvious avenue for the Japanese to enter, one on their left flank but there are a lot of fields, through the mountain trail but that would take a long time or straight down the main north-south road. Since the idea is to eliminate enemy units, the Japanese choose the direct route, down the main road. The Americans setup dug-in blocking that route but with a couple units blocking the trail access as well just to be safe.

The Japanese close in and assault as much as possible, true dug-in units get a fire first but the Americans rolled awful on the dice, and the Japanese get a dice modifier for both being Japanese, and having armor & infantry in the assault, as well as a leader. The Americans continued to roll badly on the dice and before you knew it, this thing was over. The Japanese had achieved a seven or more-step loss advantage, and the Americans only lost more steps turning to turn that around. A major Japanese victory in this one. This had a lot to do with a bad start for the Americans. The Japanese even rolled a 2 on the dice with their artillery strike.

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