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
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Stumbling Armor
Saipan 2 #4
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 9th Tank Regiment
United States 6th Marine Regiment
Display
Balance:



Overall balance chart for Sap2004
Total
Side 1 0
Draw 0
Side 2 1
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 12:00
Turn Count 18
Visibility Day
Counters 29
Net Morale 0
Net Initiative 0
Maps 1: 81
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 160
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip003
Battle Types
Inflict Enemy Casualties
Rural Assault
Beach Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Lt. Gen. Hideyoshi Obata, commanding the Japanese troops defending the Marianas, planned to hold the invaders at or near the beaches with two strong defensive lines. Any penetration would be met by his reserves: a regiment of tanks, weakened by losses to submarines during its voyage to Saipan, and four rifle companies. A weak Japanese tank-infantry counterattack opened at noon.

Conclusion

The Japanese tankers may have stumbled mistakenly into the Marine positions: Marines reported that one tank stopped amid the heavy smoke and popped its turret hatch so the commander could look around, apparently in confusion. The Marines gave him a bazooka rocket for his troubles, and dispatched all five enemy tanks that rumbled into their positions including one that rolled to within 75 yards of Col. James Riseley’s 6th Marine Regiment command post before it, too, succumbed to a Marine rocket.


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
  • Foot
  • Mechanized
United States Order of Battle
Marine Corps

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 2nd Edition, scenario #4: Stumbling Armor
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-07-15
Language English
Scenario Sap2004

Saipan 2nd Edition, scenario #4: Stumbling Armor

An interesting situation, the Americans have to defend the beaches from Japanese presence and casualties count in one way or another for both sides. The Americans setup up first and even with 5 leaders have to spread-out to defend. The Japanese have only 3 leaders, so will have only three avenue of attack if they choose. Also, both sides have some armor to fill in the holes or attack through them but the American LVT A-4, LVT A-1 and Japanese Type 95 tanks all only have a defense factor of 1 and can easily knock each other out, so a cat and mouse game within the game as these steps count double.

Visibility because is only 3 hexes because of smoke. The Japanese start out very well and find holes in the American lines and push on or close to the beach areas. The Americans regroup and after heavy fighting, taking all 18 of their turns push what is left of the Japanese out and secure a Major Victory but is was a close run and could have been a tie if the Americans didn’t play their strengths and card right.

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