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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Paradise Valley
Saipan 1944 #38
(Defender) Japan vs United States (Attacker)
Formations Involved
United States 2nd Marine Regiment
Display
Balance:



Overall balance chart for Saip038
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Saipan 1944
Historicity Historical
Date 1944-07-06
Start Time 12:00
Turn Count 20
Visibility Day
Counters 41
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 134
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Cave Control
Conditions
Caves
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Saipan 1944 Base Game
Introduction

Fourth Marine Division took command of the final assault to finish the last Japanese defenders of Saipan, but soon found itself lacking enough manpower for the task. The division's reserve was ordered into the line near an area the Japanese called Paradise Valley.

Conclusion

The 23rd Marines probed the fringes of Paradise Valley. The Japanese had fortified the area heavily to protect nearby beaches from landings, and now turned these defenses on the Marines. As the Marines advanced, fire from caves and underbrush, much of it coming from their backs, brought the advance to a halt. It would take an attack by the Army's 27th Infantry Division to clear Paradise Valley when the Marines could not, something Army officers still fuming over Ralph Smith's firing gleefully pointed out.


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
  • Towed
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)

Saipan, scenario #38: Paradise Valley
Author JayTownsend
Method Solo
Victor United States
Play Date 2013-01-22
Language English
Scenario Saip038

Three cave counters, both sides get some assets, the Marines more with better off board artillery, air-support and the Satan flame-throwing tank unit. The Marines tried to push forward to the Japanese caves on the far hill and once getting close enough organize into two battle-groups going up either side of the mountain on both trails leading to the top. The Satan Flame-throwing Stuart tank lost a step to the Japanese 70mm gun on the higher ground but after that and with air-support they only lost one more Infantry step and controlled two caves and could have gone for the third but I didn’t see the point in risking more life’s when the American had won a good victory for a change in the heavy mountain jungle.

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The Hills Are Alive
Author thomaso827
Method Solo
Victor United States
Play Date 2015-10-18
Language English
Scenario Saip038

The perfect small scenario for one of those days you have little time or want to get in more games. I broke in the new 8-3 Marines with this one and they didnt let me down. I think the reuction of 2 points in DF had no effect on this game. I set up 3 caves around the hill to the north, and defended each with a nearby stack of infantry with leader, thinking they could either assault an oncoming Marine stack or shelter in the cave and make the Marines assault them out. The Marine LTC got a bit brave and moved forward a bit too far, taking the Satan, an LT and 2 infantry platoons with him. He took the first fire as he broke cover on the western trail, but his luck held and he took no damage. Feeling his luck, he moved forward and was engaged by an Engineer and HMG holding the town, and again his luck held and he took no losses. While he was galivanting around, the rest of the force had split into 2 elements, with the Cpt and LT moving along behind the LTC and up the trail, and the Major leading the rest up the middle, slogging through the jungle. The LTC's luck couldnt hold all day, and the Satan was engaged at close range by the 70mm gun, which after exchanging fire for a few turns, finally took a step of the Satan, while a Japanese infantry stack moved up to assault, leaving one cave unguarded but risking it to try to get the Marine commander. The Marines started taking morale losses but never lost more troops from the LTC's force and the rest of the western Marine force caught up to their boss and helped take out the Japanese troops and the gun while the LTC regrouped his troops. By this time, the Major had brought his force around the east side of the hill and was taking out a Japanes machinegun nest and catching an infantry stack in a bad position. The Japanese HMG fell back and occupied the cave while the Infantry tried and failed to hold the Marines in assault. On the western slope, the Marines moved onto the unoccupied cave just below the Japanese mortar on the hill top. The Japanese Engineer and HMG platoon from town had moved up on the west flank while the troops assigned to guard the northern cave moved to assault and try to take back the western cave, but the Marines got in the first fire and eliminated most of the Japanese infantry. By turn 13, the Marines held 2 caves, the Japanese had lost 15 steps and 3 leaders, and had no ability to prevent the Marines from taking the 3rd cave, and the Marines had only taken 3 step losses, including 2 for the tanks. The pin-pricks from the Japanese left couldn't do any more damage, while Marines could pretty well wipe out the defenders at will. With no point in continuing the massacre, I called it a game, with a US victory. Great game.

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