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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Capture of Afetna Point
Saipan 2 #9
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 136th Infantry Regiment
United States 6th Marine Regiment
United States 8th Marine Regiment
Display
Balance:



Overall balance chart for Sap2009
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 1944-06-16
Start Time 09:30
Turn Count 18
Visibility Day
Counters 30
Net Morale 1
Net Initiative 1
Maps 1: 80
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 160
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip008
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Afetna Point loomed large in Marine plans for the invasion’s second day. Direct fire continued to strike the landing beaches, while observers called down accurate artillery fire from batteries placed deeper inland. The 2nd Battalion of the 8th Marines, spearheaded by the shotgun-slinging Company G, would have to clear and secure the fortified point.

Conclusion

So many of the Japanese troops stationed on Afetna Point had been killed in counter-attacks that the remainder could barely hold their fortress. The Marines secured the point by mid-morning, despite accurate artillery fire directed by a hidden observer atop one of the Chalan Kanoa sugar refinery’s smokestacks.


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 (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 #9: Capture of Afetna Point
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-07-19
Language English
Scenario Sap2009

Saipan 2nd Edition, scenario #9: Capture of Afetna Point

This is kind a fun clearing scenario for the Marines but though the Japanese force is small, they have a nice dose of off Map Artillery and the Marines are pressed for time. It starts kind of rough as an artillery hit with a 32 bombardment with a 2 on the dice causing 2 step losses right off the bat and a Jeep unloads a 37mm AT gun too close to the action and I started to doubt things. The Marines regroup but now must eliminate all the Japanese or they get the victory with American step losses as part of the Victory Conditions. So Americans need not worry about step losses now and only lose one more but are able to eliminate all the Japanese steps, chasing the remnants around in a close affair but somehow manage a major victory.

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