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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Tank Battle on Saipan
Saipan 2 #11
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 136th Infantry Regiment
Japan 1st Yokosuka Special Naval Landing Force
Japan 9th Tank Regiment
United States 2nd Marine Division
Display
Balance:



Overall balance chart for Sap2011
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 1944-06-16
Start Time 03:00
Turn Count 28
Visibility Day & Night
Counters 155
Net Morale 0
Net Initiative 0
Maps 4: 80, 81, 82, 83
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 211
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip010
Battle Types
Inflict Enemy Casualties
Urban Assault
Beach Control
Conditions
Off-board Artillery
Illumination
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Lt. Gen. Yoshitsugu Saito of the Japanese 43rd Infantry Division knew that his men could no longer hope to throw the invading 2nd Marine Division into the sea. The counter-attack he planned would have to proceed in stages. First, he would deploy the full strength of the 9th Tank Regiment and its new Shinhoto Chi-Ha medium tanks, along with SNLF forces to reinforce his own troops. The attack would take place at night, out of view of the deadly American airplanes and take full advantage of what the Japanese considered their own superior night-combat training.

Conclusion

Dawn found two dozen burning Japanese tanks littering the battlefield, and 300 Japanese infantry lying dead around them; well-plotted Japanese artillery fire inflicted heavy damage on the two howitzer battalions of the 10th Marines. Saito had been unable to bring the tank regiment into position in time to hit the Americans during the first night, needing the darkness to bring them into position when the battleships and aircraft could not spot the move. But that necessary delay also allowed the Marines to bring up their own tanks and self-propelled guns.


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
  • 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
Imperial Japanese Navy
United States Order of Battle
Marine Corps
  • Mechanized
  • 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 2nd Edition, scenario #11: Tank Battle on Saipan
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-08-14
Language English
Scenario Sap2011

Saipan 2nd Edition, scenario #11: Tank Battle on Saipan

The name and victory conditions changed on the 2nd Edition from the 1st Edition of this game and probably for the better. The Americans setup first and the Japanese can now gage their setup and avenue of advance. The Americans have a lot of territory to defend, and the first 14 turns are in the dark/night, and I roll on the dice, and visibility was only one hex. The Japanese setup with four different areas they would advance and keep the Marines spread-out. The Japanese still have a large amount of off-board artillery to their advantage, but the biggest one is their 1 column modifier for assaults.

The Japanese push forward in four different areas and don’t keep their armor in one area but two and when they knew the locations of the American armor and anti-tank guns, they would try and lead with their Infantry. The Japanese use the cover of darkness to assault combat as much as possible and this with their artillery and pretty good dice rolls for change and to my surprise, gave them a major victory compared to a major loss in the first edition. They achieved all three victory objectives, even in causality advantage and in a big way, Americans 66 steps and 13 leaders lost to the Japanese 43 steps and 6 leaders lost, which almost never happens in my Pacific scenario games plays thus far. My Americans were too passive and reactive in this one, instead of being proactive and stayed in their dug-outs hoping for the best and when they did leave their dug-in areas to react, they lost their fire-first advantage for being dug-in. I think they should have setup differently, not defending the whole map/beach area and conceited letting the Japanese have some beach area and just defended the hex 0610 radio station hex and they probably would have won that objective and the casualty advantage as well, at least getting a minor victory.

This is a larger scenario in both maps, 4 and units at 28 turns but a lot go on in those 28 turns. I now know how to better play the Americans next time I play this scenario, just as I learned from the first edition not to waste my Japanese armor leading the attack but lead with infantry and assault that American armor as much as possible. Also, the Japanese don’t have as many Shinhoto 47mm tanks as they do in the Japanese Armor supplement, so I had to keep that in mind after playing a bunch of scenarios from it. Either way a fun game play!

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