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
Errors? Omissions? Report them!
Green Beach
Saipan 2 #2
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 136th Infantry Regiment
Japan 43rd Divisional Support Battalion
United States 8th Marine Regiment
Display
Balance:



Overall balance chart for Sap2002
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Saipan 2
Historicity Historical
Date 1944-06-15
Start Time 08:45
Turn Count 20
Visibility Day
Counters 137
Net Morale 0
Net Initiative 1
Maps 2: 80, 81
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 193
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip002
Battle Types
Amphibious Landing
Inflict Enemy Casualties
Urban Assault
Beach Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Pre-invasion assessments highlighted Afetna Point as a Japanese defense bastion. The 8th Marines, landing one battalion apiece on beaches Green 1 and Green 2, would have the northern half of the point in their sector. Naval bombardment saturated Afetnae Point, but the current drove the LVT’s northward, and both battalions landed on Green 1, facing defenses that had suffered less from bombs and shellfire than had the point.

Conclusion

The 8th Marines, veterans of Guadalcanal and Tarawa, sorted out their battalions under fire. The 2nd Battalion pushed southeastward into the well-defended marshland, while the 3rd Battalion drove directly inland off the beaches. Company G of the 2nd Battalion set out directly southward, to seize their objective of Afetna Point.


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.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

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 (1)

Saipan 1944 2nd Edition, scenario #2: Green Beach
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-07-06
Language English
Scenario Sap2002

Saipan 1944 2nd Edition, scenario #2: Green Beach

I learned my lesson from Red beach for the Japanese player but also had some better luck with off map artillery and assault dice rolls. The Japanese don’t have that 75/88 gun this time nor do they have to go through that preliminary naval bombardment or the step of Type 95 Japanese armor in Red Beach but in Green Beach the Japanese paid better attention to the victory objectives and setup not so spread-out and defending the town of Chalan Kanoa more in depth. Since I still had the Red Beach setup, I simply reconfigured the maps and setup up again, as I love these large amphibious scenarios. I realized I forgot the scenario special rule #4, for two units with shotguns in assaults but I don’t think it would have mattered.

This time, the Americans ran out of time and they probably needed another 3-4 turns to clear a 28 hex path and maybe clear the town hexes but they were way behind in casualties. It doesn’t matter, the Japanese won a major victory this time and the Americans got too hung in fighting outside of the major town. I was kind of surprised, as after Red Beach, I thought I would master Green Beach but fighting did not go the Marine’s way this time. Fun Stuff!

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