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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Dagu Village
Saipan 2 #15
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 47th Independent Mixed Brigade
United States 24th Marine Regiment
Display
Balance:



Overall balance chart for Sap2015
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 1944-06-17
Start Time 10:00
Turn Count 20
Visibility Day
Counters 39
Net Morale 0
Net Initiative 2
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip013
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

The Japanese 25th Anti-Aircraft Regiment had placed its light and heavy weapons on Nafutan Point, the high ground at the south-eastern corner of Saipan. From there, they could also pour long-range fire on the advancing Americans. The 1/24 Marines, trying to advance through the dense terrain north of the airfield, drew particular attention from the flak gunners.

Conclusion

The Marines took heavy fire, with 40mm shells set to airburst over them inflicting heavy casualties. Counter-battery fire brought only some relief, but eventually the fire slackened: the Marine official history offers no reason why, but it’s pretty obvious that it was directed away from the dogged Marines to the more pressing threat of the “cowardly” Army regiment. With the Fighting 69th drawing Japanese fire, the 1/24 could take its objectives with the help of its own mortars and some attached LVT(A) amphibian light tanks.


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

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 #15: Dagu Village
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-08-17
Language English
Scenario Sap2015

Saipan 2nd Edition, scenario #15: Dagu Village

This was a tense scenario, as the time factor forces the Marines to keep moving down the trail, leaving some units behind to deal with the enemy road blocks. The Marines have to conquer all the town and village hexes. Clear the east-west trail and keep a lesser casualty count than the Japanese.

I didn’t lead with the weaker American armor, the LVT A-1s and LVT A-4s but with Marine Infantry, bring up the later for support when the Japanese guns were eliminated. The Americans cleared the last village in the east on the last turn, which was also on the east-west road, so if they had failed the Japanese would have won but with the firepower and a little help on the dice, the Americans cleared this hex for a Major Victory. Tense until end of the scenario.

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