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!
Japanese Landing
Saipan 2 #12
(Attacker) Japan vs United States (Defender)
Formations Involved
Japan 18th Infantry Regiment
United States 10th Marine Regiment
Display
Balance:



Overall balance chart for Sap2012
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 1944-06-17
Start Time 23:30
Turn Count 12
Visibility Night
Counters 55
Net Morale 0
Net Initiative 1
Maps 1: 80
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 165
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip015
Battle Types
Amphibious Landing
Inflict Enemy Casualties
Beach Control
Conditions
Randomly-drawn Aircraft
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Hoping to surprise the Americans, the Japanese 118th Infantry Regiment loaded 35 Daihatsu landing craft with troops and tried to sneak out of Tanapag Harbor to land behind American lines. The Americans, aware of this threat, had stationed LCI gunboats, armed amphibian tractors and even destroyers to guard against it.

Conclusion

The destroyer Phelps, aided by the gunboat LCI(G)-371 and several LTV(A) armed amphibians, ravaged the convoys. The Americans sank thirteen of the landing craft and pursued the rest toward Tanapag, where a Japanese coastal defense battery damaged both the destroyer and the gunboat, forcing the Americans to break off the chase. No Japanese troops made it to their objective.

Additional Notes

The start time of 11:30 in the book is almost certainly wrong.


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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Imperial Japanese Navy
  • Misc
United States Order of Battle
Marine Corps
  • Motorized
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 2nd Edition, scenario #12: Japanese Landing
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-08-15
Language English
Scenario Sap2012

Saipan 2nd Edition, scenario #12: Japanese Landing

In this 2nd Edition of Saipan the Japanese Landing scenario is in the daylight compared to the 1st Edition which falls in the night hours. I didn’t think the Japanese would have much of a chance in this one but I played this new developed version anyway, with the thought that much better Japanese invasion scenarios will come out one day with the release of the Philippines 1941. To my surprise a lot happen in this scenario gameplay.

First the American setup all their forces in the north with their artillery hoping for a turkey shoot as the Japanese come in loaded on their Daihatsu landing craft. The Americans also have a Gunboat entering from the south and half hexes are in play. The Japanese do have some air-support and it in the daytime this time, so it could be helpful.

By the time the Japanese made it to their objectives, the 10 most southern beach hexes, 60% were lost at sea to the American artillery and a Gunboat. I thought about throwing in the towel but played on as 4 landing craft beached and unloaded. So the Japanese dug-in and the American Marines loaded most of their artillery in trucks and march their Infantry south. The Japanese did put one blocking Infantry unit and leader in the town hexes north of the Japanese dug-in beach units, which held up the Marines for a long time.

Over the course of this battle the Japanese air-strike eliminated two American artillery units, fulfilling one of the Japanese objectives of eliminating at least two American artillery units. The Marines assaulted one of the Japanese beach hexes of three, so one was contested but on the last turn the Japanese pulled out of the town hex and onto the adjacent beach hex giving them control of three beach hexes with a forth one contested. Maybe a gamey thing to do, but it gave them a minor victory on a scenario I almost gave up on. True it would have been short lived in another turn or two. But it turned into a funner scenario than I thought and the Japanese really needed good air attacks to win this scenario and the Marines gamble of putting everything north to blast the Japanese upon arrive almost played off but failed. They should have kept a few unit in the south.

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