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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The Last Japanese Tanks
Marianas 1944 #29
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 9th Tank Regiment
United States 3rd Marine Regiment
Display
Balance:



Overall balance chart for MARI029
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Marianas 1944
Historicity Historical
Date 1944-08-10
Start Time 07:30
Turn Count 24
Visibility Day
Counters 25
Net Morale 1
Net Initiative 3
Maps 2: 100, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 144
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Marianas 1944 Base Game
Saipan 1944 Maps + Counters
Introduction

On the night of August 9th the Marines of the 2nd Battalion, 3rd Marine Regiment ran into five enemy medium tanks and supporting infantry. They drove off the Japanese infantry but had to pull back into the jungle as they had no anti-tank weapons or tanks of their own. At noon the next day bulldozers plowed a way for the American tanks to join the Marine Infantry, making a trail to the Salisbury area. The search for the last Japanese armor was on, and the Japanese were running out of ground in which to hide.

Conclusion

The Marines renewed their effort held up the previous day by enemy tanks, and about 400 yards up the trail, two enemy tanks opened fire on them. This time the Marine tanks following closely behind the infantry quickly disposed of the opposition. In the post-battle search of the area, the Marines discovered seven more Japanese medium tanks abandoned and out of gas. To make the scenario interesting, we gave all of them gas (since the Marines didn’t know that). The Japanese only possessed one Shinhoto version of the Type 97 on Guam, unlike Saipan where they fielded more of the newer tanks. These tanks represented the last Japanese armor on the island, for a total of 59 tanks claimed during the Guam campaign.

Additional Notes

American Morale and Initiative are transposed in the scenario


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
  • Mechanized
United States Order of Battle
Marine Corps
  • Mechanized
  • Motorized
  • Towed

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)

Rusting Hulks
Author thomaso827
Method Solo
Victor United States
Play Date 2015-06-26
Language English
Scenario MARI029

This small action has 3 Japanese tank units, 2 of them just single steps, supported by 4 infantry and 1 HMG with just 2 leaders, defending against 4 Marine infantry (using the original Saipan 10-3 troops), 2 HMGs, 2 Shermans and a 37mm gun with tow jeep with 5 leaders. The Marines enter the board from the south and are to eliminate the Japanese tanks in 24 turns, while the Japanese are to eliminate 3 steps of Marines. In setting up the Japanese, I split the forces with the full strength Japanese tank on the western board supported by half the infantry, while the single step Japanese tanks occupied the two town hexes on the south end of the eastern board. The full tank unit was set up on the southern hill away from the edge and in light woods with the intent of forcing Marines to dig him out and allowing him to create casualties in the process, while the 2 Japanese infantry and the SGT occupied the heavy jungle just south of him and blocking the road, hoping to force Marines to assault or slow down to engage them instead of being able to make time to attack the tanks. The Japanese infantry and HMG were in heavy jungle, infantry together in one hex with the LT to keep their Japanese infantry assault bonus, while the HMG set up in the next hex, between them and the town, where he could lend fire support and still be in the Japanese leaders' area of influence. The Marines decided to take out the Japanese on the western hill first and the Marine shermans lead the way up the road, stopping two hexes away from the heavy jungle hiding the Japanese infantry, but using that jungle to screen them from the Japanese armor on that hill. The infantry made their way up slowly trying to pinch the Japanese infantry from two sides while the US 37mm gun was brought up to where it could shoot at the Japanese tank, risking possible return fire but accepting the low odds of the Japanese DF shot and being out of range of the AT shot from that tank. In 3 turns, the 37mm gun succeeded in eliminating one step of Japanese armor and the Japanese infantry opted for a try at taking out one or both of the Shermans in assault. The Shermans got the better of it, demoralizing one unit and eliminating one step from the other, and leaving them to try to regroup. The Marine Major with a platoon joins the fray on the next turn, and surprisingly, that Japanese group manages an M-1 result and disrupts one Sherman and demoralizes the Infantry. The Japanese in the hex get finished off soon enough in failing morale checks, the demoralized full platoon running for the hills while the reduced one remaining disrupted but holding on. The Japanese tanks on the southwest hill decide to head to the east to support and get support from the other Japanese tanks and troops, and the assault finishes off with the Japanese reduced platoon being killed off and the SGT fleeing. The Major has a rough time regrouping his troops but the rest of the Marine troops head to the east to look into the town and see what else they can get into. The 37mm gun limbers up and heads north along the road and out of sight of the Japanese to a good spot in light woods northwest of the town and just able to engage Japanese tanks in the easternmost town hex, where he exchanges fire for a few turns before eliminating that Japanese armor. The Marine infantry discover the Japanese infantry and engage from a distance until the Shermans can regroup and join in. One Marine element with an LT and 2 Infantry platoons close in and assault the Japanese armor that had fled from the western board and succeed in eliminating it with no loss. The Marines attempt to surround the Japanese infantry from 3 hexes, all out of view of the Japanese HMG, but the Japanese infantry try to take advantage of their assault value and assault one of the Marine stacks, and lose one step, demoralizing the rest of the stack. The Shermans make it to the south of town in hope of setting up a crossfire on the remaining Japanese armor in the town, which moves east and into the hex that the US 37mm gun can see, and the next thing they know is the 37mm gun takes out the last of the Japanese armor. The Japanese troops lose morale checks and then lose steps between trying to leave the assault hex and a Marine assault, leaving the demoralized leader and platoon in the west and the HMG as the sole remaining Japanese on the board. With several turns left to go, I felt it only fair that the Japanese would continue to fight to try to inflict the 3 step losses to tie the game, so continued to roll for initiative and fight the game. It took several turns for the demoralized force in the west to regroup and start moving, which was just long enough for the Marines to finish off the Japanese HMG without loss. On turn 22, the Japanese troops, moving east down the road, were engaged in op fire from Marines on the 3rd level hill and demoralized, and on turn 23, were eliminated by fire from another Marine platoon that had moved up on turn 22 to try to block a possible assault. Complete US victory, complete Japanese annihilation.

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Marianas 1944, scenario #29: The Last Japanese Tanks
Author JayTownsend
Method Solo
Victor Draw
Play Date 2018-08-24
Language English
Scenario MARI029

Marianas 1944, scenario #29: The Last Japanese Tanks

I set this up and thinking no way could the Japanese win this one but it played out kind of tighter than I thought. Simple, the Marines must eliminate the Japanese armor that were giving them problems the night before but this time they have armor and AT Guns of their own to deal with the problem. The Japanese must eliminate three American steps which I think is too steep but they set up hidden in two groups to spread out the American assets.

The Americans send both M4 Sherman tank platoons plus some Infantry units after the larger group of Japanese which included Infantry, HMG, Type 97 and Shinhoto tanks while there other group of Infantry and a jeep towing a 37mm AT Gun went after the Japanese Type 95 and some Infantry across the map in the other direction.

One of the few scenarios the Marines rolled horrible dice. They led with both tank platoons and were assaulted unsupported in the jungle by Japanese Infantry and a HMG units that rolled great on the dice and with all the modifiers eliminated two M4 steps. Across the map the adjacent Japanese units again roll great on the dice against a stack of three American units including my Jeeps towing the 37mm AT guns, losing the Infantry step and the 37mm AT gun plus the jeep. I got too careless thinking this was an easy victory. Sure the American eventually cleared map of Japanese armor and all the Japanese Infantry and leaders but the HMG unit was still running around in the Jungle demoralized but also leaderless. The Japanese have to take care of their leaders, as they only have two in this scenario, as leadership was pretty much killed off at this point in the Guam Campaign.

This scenario ended in a draw because of my hurry as the American player but it would be better balanced if the Japanese only had to eliminate two American steps and there was only 18 turns. But fun to play either way.

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