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!
Rockets’ Red Glare
Saipan 2 #16
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 25th Antiaircraft Artillery Regiment
Japan 47th Independent Mixed Brigade
United States 23rd Marine Regiment
Display
Balance:



Overall balance chart for Sap2016
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 15:00
Turn Count 20
Visibility Day
Counters 38
Net Morale 0
Net Initiative 2
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 Saip014
Battle Types
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

On the left flank of 4th Marine Division, the 23rd Marines faced a strong Japanese force occupying a tough hilltop position. As the Americans fanned out from their beachhead, so did their battalions become ever-more stretched and separated, making it more and more difficult to concentrate force against Japanese strongpoints like this one. But the Marines had a new secret weapon of their own, developed for just such a situation.

Conclusion

The Marine advance came to a complete standstill, with the Japanese holding tough in their well-prepared positions and Marine firepower unable to lever them out. A rocket barrage meant to support the attack fell on the neighboring 2/24 Marines instead, causing 20 casualties there. Eventually the regiment had to commit its third battalion, held back to reinforce a breakthrough, just to hold what little the Marines had already gained.


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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
Marine Corps
  • Motorized

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 #16: Rockets’ Red Glare
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-08-18
Language English
Scenario Sap2016

Saipan 2nd Edition, scenario #16: Rockets’ Red Glare

With Saipan, I brought a lot of new toys to the PG Pacific including the Mk7 Marine rocket truck. I really enjoyed bring all these new unit types to the Panzer Grenadier Pacific.

In this scenario, the Japanese setup one entrenchment in the north and one in the south with proportional forces for each and the Marines not wanting to bunch up decided to divide their forces as well with one group attacking the north and the other the south. It kind of turn into two separate battles for a while.

The Marines in the north got pounded, and I started to guess my decision to slit their forces but after the Marines in the south conquered all their objectives, they head north to help their brothers in arms and soon rectified a precarious situation and achieved a major victory. It wasn’t easy and I remember thinking around turn 6, that it wasn’t going to happen but regrouping with a larger force corrected this bad situation.

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