Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The Last Fight for Fonte
Marianas 1944 #21
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 10th Independent Mixed Regiment
Japan 18th Infantry Regiment
United States 9th Marine Regiment
Display
Balance:



Overall balance chart for MARI021
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 211 of 913
Parent Game Marianas 1944
Historicity Historical
Date 1944-07-29
Start Time 08:00
Turn Count 14
Visibility Day
Counters 32
Net Morale 0
Net Initiative 1
Maps 1: 100
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 137
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Cave Control
Entrenchment Control
Conditions
Caves
Entrenchments
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Counters
Introduction

The Marines reached their Force Beachhead Line along the entire front except for a small area in front of the 9th Marine Regiment on Fonte Ridge. Would the preparation of the previous night pay off, as the Japanese were using the small gap as a basis for counterattacks? The 9th Marines attacked on the morning of the 29th.

Conclusion

From two sides the Marines hit the depression where the Japanese hunkered down. Deploying bazooka, machinegun, and point-blank tank fire, the Devil Dogs pounded every cave and entrenchment thoroughly, followed by assault teams that systematically cleaned out all these positions. The Marines hardly suffered a casualty while the Japanese lost an estimated 50 men.


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
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 (2)

First Action with Caves
Author thomaso827
Method Solo
Victor United States
Play Date 2014-07-30
Language English
Scenario MARI021

This is a good small battle to work with caves, jungle and hills. Japanese have 3 caves and an entrenchment, anyone not in one of those can be dug in. For me, everyone was in one of those 4 places. Marines come in from the west and need to take 3 of the 4 places, casualties aren't an issue but historically they were light for the Marines. I ran the Marine M4 down the road and the Marines split into 4 groups, with two big groups going north and south of the hill masses to assault the entrenchment on the north end and a cave on the south end of the Japanese defenses while the tank, two platoons with an LT and the two mortars went up the middle, with the mortars finding a hilltop that they could engage the entrenchment from. The Marine mortars got one round of ineffective fire before the assaults began, and became spectators after that. Marines assaulted the entrenchment and cave on the north side of the valley and more Marines assaulted the southernmost cave on the south side. Japanese die rolls did some damage, but not as much as the Marines did, and after 8 turns of assaults, the Marines took the 3 needed targets, with a few demoralized Japanese reduced platoons and leaders limping away. The 4th hex, a cave where the Japanese Major and Sergeant sat with 2 more infantry platoons, was never engaged and wasn't necessary for victory. An interesting scenario, and another one I look forward to playing face to face someday.

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Marianas 1944, scenario #21: The Last Fight for Fonte
Author JayTownsend
Method Solo
Victor United States
Play Date 2018-08-20
Language English
Scenario MARI021

Marianas 1944, scenario #21: The Last Fight for Fonte

This only has 14 turns for the Americans to take 3 out of 4 cave and entrenchment counters and with not the largest of forces on either side. The Japanese player set two objectives on the eastern hill and two behind it. The Americans were able to take three of the objectives for the victory but not until the last turn and needed their FLM unit to achieve this. Without it, I doubt the American would have won, so take special care of your FLM/ENG unit in this scenario. The Japanese should have spread-out those four victory objectives in four different places and the Marines would not have had the time to concentrate enough forces to take even two objectives in 14 turns. Next time I’ll try this strategy.

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