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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Mopping Up Afetna Point
Saipan 1944 #8
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 136th Infantry Regiment
United States 2nd Marine Special Weapons Battalion
United States 6th Marine Regiment
United States 8th Marine Regiment
Display
Balance:



Overall balance chart for Saip008
Total
Side 1 1
Draw 4
Side 2 4
Overall Rating, 9 votes
5
4
3
2
1
3.22
Scenario Rank: 591 of 913
Parent Game Saipan 1944
Historicity Historical
Date 1944-06-16
Start Time 09:30
Turn Count 12
Visibility Day
Counters 62
Net Morale 1
Net Initiative 1
Maps 1: 80
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 133
AAR Bounty 141
Total Plays 9
Total AARs 6
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

The die-hard Japanese soldiers sheltering in Afetna Point had continued to inflict damage on damage on the Marines' flank: sniping, probing and harassing Marine moves. With 2nd Battalion, 6th Marines having lost both its commander and second-in-command on D-Day, the task of eliminating the strongly-fortified positions fell to the neighboring 2nd Battalion, 8th Marines.

Conclusion

The Marines cleared Afetna Point area without too much difficulty, and pushed into the Lake Susupe area. As they maneuvered they noticed that artillery fire kept raining down on them, even though they were out of view, hidden by the O-1 ridge. However, once they eliminated a Japanese observer who'd been watching from the smokestacks that towered over the ruined Chalan Kanoa sugar refinery, the artillery stopped.

Additional Notes

The reduced SER is an artillery observer.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Marine Corps
  • Mechanized
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
Scen 8

The scenario uses 32 counters, not the 62 listed in the scenario summary.

(Hugmenot on 2013 May 02)
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 (6)

Saipan, scenario 8: Mopping Up Afetna Point
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-12-24
Language English
Scenario Saip008

A clear the map of undemoralized Japanese units scenario but with a twist of having the SER unit as a Japanese spotter for off board artillery. If I known how the final maps looked, I would had the SER unit setup in hex 0609, as it looks like the smokestacks hex but it doesn’t really matter where, as it has the same effect.

I setup the Japanese in four areas to try an spread out the Americans and their strength, putting units in two villages, the jungle cover hill and one 81mm mortar in the middle of no-where! The Americans setup on the three main roads or trails so as not to waste time in hunting down the Japanese. The whole thing is a puzzle but timed with only 12 turns. The Marines took out the SER unit on turn 6, so no more off board artillery for the Japanese and late in the game took out all the Japanese units but the 81mm mortar unit and two, now, not important leaders counters. On turn 11, surrounded and pounded, then assaulted the last Japanese unit was eliminated and in the process the Marines only lost one step, so the Americans won this scenario. A very fun scenario, as a good one to learn a lot of game mechanics and new terrain types for newer players. A few dice rolls either way, and I could see this playing out differently either way.

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Chasing Rabbits
Author thomaso827
Method Solo
Victor United States
Play Date 2014-12-03
Language English
Scenario Saip008

I set up the defending Japanese in the spread out method discussed in other AARs, forcing the Marines to spread out in order to get them all. The Service/FO element went in the light jungle at the foot of the southern hill, everything else in heavy jungle forcing the Marines to get in close before being able to use their firepower. For the first few turns, it looked like the Japanese might hold out, as USMC rolls were pretty horrible. The off-table arty did little but disrupt some Marine companies for a bit and the Japanese troops, even with the increases in assault for being Japanese infantry, didn't help them much but initial assaults by the Marines just rolled badly. Taking a turn or two of direct fire first did little. But by turn 6, Marine luck was turning around, and although they didn't kill anything outright, there were demoralized reduced platoons fleeing in 3 areas leaving disrupted platoons trying to hold on. Finally the Marines started rolling well and Japanese defenders started to drop away at both north and south edges, leaving small Marine forces to try to catch the Japanese HMG, Mortar and Ser elements in the middle. The Ser element was a slippery one but finally found himself caught between 4 small stacks, and as the Mortar and HMG elements died in assaults, the Ser unit decided he would at least go out trying to take somebody with him. No such luck, the Marines rolled snakeyes and the Ser rolled a 5. At the end of 10 turns, there were no Japanese troops or leaders left on the board and the Marines had taken no losses.

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Mopping up Afetna Point.....Somewhat tougher than the kitchen floor
Author PatC
Method Solo
Victor Draw
Play Date 2013-01-06
Language English
Scenario Saip008

The Axis set up on the hill in the southeast corner with two half platoons in the nearby village. The Allies drove forward in a frontal assault. In addition one company including Engineers used the road to curl around the Axis right flank. This attack went well versus the low morale Axis units. But just when the Allies were closing for the kill they lost a step in the assault on the Axis artillery observer and support units. Then with the Allies still assaulting the Axis called their own artillery down on their own position. This caused another Allied step loss.

The Allies were not intimidated. They brought up a fresh platoon and continued the attack. By scenario end all Axis steps were eliminated except two which were demoralized. This produced a draw. This was really fun. Not too many times you see friendly artillery called down on a friendly position but it saved the loss. This is a solid 3.

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Mopping Up Indeed
Author Hugmenot
Method Solo
Victor United States
Play Date 2013-05-02
Language English
Scenario Saip008

Played solo in 60 minutes.

The Japanese set up in the southeast corner. The basic idea was to use troop concentration to cause the 2 step losses which would mean the Japanese could not lose.

The American marines split off in 4 groups. Two groups of one officer and 2 x INF to flank the Japanese and make it impossible for them to bolt away. A frontal attack group with 3 officers and 2 x INF and 2 x HMG. The remaining units stay in town out of harm's way and within bombardment distance.

The Americans move into position in the first thirty minutes and assault the village on turn 3 and eliminate 1 Japanese step and demoralized another. They continued their assault on turn 4 and take over the village. The Japanese take revenge by directing their OBA on the frontal attack group and scoring a hit!

The Americans form two powerful fire group and eliminate one more step. A Japanese unit tries to run away but it is eliminated by a lucky opportunity fire. The Americans spend two more turns firing at the remaining Japanese and then moved in for the final assault.

Two more turns and it's all over, all Japanese units are eliminated.

American major victory!

I rated this scenario a "3" as it is a good, small puzzle. I think the scenario favors the Americans but the Japanese having a good chance at a draw. That is, if you don't play with hidden units. I believe this one plays better ftf if you use hidden units, in which case the Americans will have a much harder time eliminating all units.

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All Fall Down
Author Matt W (Japan)
Method Face to Face
Victor Draw
Participants Hugmenot (AAR)
Play Date 2013-06-08
Language English
Scenario Saip008

On the second die roll of the game my Japanese had reached their victory condition. This seems somewhat of a downer for the Americans. Daniel fought through and was able to eliminate my entire force eventually despite my leading him on a merry chase across the board.

There were some interesting things in the scenario but it felt more like a puzzle and less like a simulation of combat of any sort. Both Daniel and I were left feeling a little dissatisfied by the play. With apologies (belated) to Gertrude Stein, there is very little there there as we played it..

Again, with the possibility of hidden units this scenario would become a very tense affair and a much more reasonable play. I could even see a draw where neither player meets their victory conditions. It is our mistake to have played without them. I strongly suggest that the scenario be played with hidden units face to face. If not, it has potential value as a puzzle piece in solo play (comparing a compact defense to a spread out one).

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You Can Run But You Can't Hide
Author Hugmenot (United States)
Method Face to Face
Victor Draw
Participants Matt W (AAR)
Play Date 2013-06-08
Language English
Scenario Saip008

Played face-to-face against Matt W in 75 minutes.

I played this scenario solo a month ago but had forgotten I recommended using hidden units if playing against someone.

The Japanese commanders spread out his units to force me to do the same. The Americans suffer an immediate shocker when the Japanese spotter calls in artillery and vaporizes a marine platoon. All the Americans can hope for now now is a draw if they can eliminate all the Japanese units.

With no longer have to worry about casualties, the Americans moved forward very aggressively in order to engage the Japanese in assault as quickly as possible. The Americans lose two more platoons but managed to corner all but one company. The Japanese decide to break out at this point to lead the Americans on a merry chase but two of the platoons are stopped cold by the M3/75 opportunity fire. The Americans quickly overwhelm the two platoons and have 5 turns to track down the lone Japanese unit left, which they did on the next to last turn.

Draw.

I gave it a "2" this time because I felt the play is too straightforward. I do believe this is a good introductory scenario because it does illustrative very well the difficulties of chasing units in difficult terrain. I also kick myself for not remembering to play with hidden units, as I had previously suggested.

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