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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Koshaho
Saipan 2 #10
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 47th Independent Mixed Brigade
United States 25th Marine Regiment
Display
Balance:



Overall balance chart for Sap2010
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1094
Parent Game Saipan 2
Historicity Historical
Date 1944-06-16
Start Time 15:00
Turn Count 18
Visibility Day
Counters 43
Net Morale 0
Net Initiative 0
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip009
Battle Types
Hill Control
Inflict Enemy Casualties
Entrenchment Control
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

The Fourth Marine Division had the capture of Aslito Airfield as its first major objective, but to get there, they had to get past the high ground the Marines named O-1 Ridge. Most of the ridge had already been secured, but one segment remained in Japanese hands thanks to four well-served anti-aircraft guns dug in on its reverse slope. Two rifle companies from 1/25 plus Sherman tanks would join the 2/25 Battalion in their frontal assault.

Conclusion

Despite repeated attempts and their very active tank support, the Marines could not dislodge the enemy. the anti-aircraft guns laid down grazing fire along the crest of the ridge, while well-directed machine-gun fire did enormous damage to the attackers. The Marines had clawed to within a half-mile of the Aslito airfield when they finally dug in for the night.


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
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 (1)

Saipan 2nd Edition, scenario #10: Koshaho
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-07-21
Language English
Scenario Sap2010

Saipan 2nd Edition, scenario #10: Koshaho

Koshaho, or called Dying on O-1 Ridge in the first version, does not go down in Marine history as a great victory but a total defeat and the Marines will have to regroup. This was a large task, with not enough forces to tackle Jungle, entrenchments, heavy Japanese AA guns, not to mention hills, Japanese Infantry and off map artillery.

In my most recent play, the Americans achieved none of their victory objectives, losing four times the casualties, only controlling 2 40-meter hill hexes and zero entrenchments, however one was contested as one of the few highlights for the Marines and a major victory for the Japanese.

In hindsight, the Marines should have left the one northern hill hex with one entrenchment alone and concentrated on the southern mass but I don’t think those few units in the north would have made that big of a difference but it would be fun to try someday.

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