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!
Gas Alarm
Saipan 2 #19
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 43rd 'Honor' Infantry Division
United States 23rd Marine Regiment
United States 24th Marine Regiment
Display
Balance:



Overall balance chart for Sap2019
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 1944-06-18
Start Time 10:00
Turn Count 20
Visibility Day
Counters 59
Net Morale 0
Net Initiative 1
Maps 1: 83
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 168
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip016
Battle Types
Hill Control
Inflict Enemy Casualties
Cave Control
Conditions
Caves
Reinforcements
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

With 4th Marine Division preparing for a general attack to sweep across the island to its east coast, the strongly-fortified Japanese positions along a ridge line north-east of Mount Fina Susu first had to be cleared. By this point the Japanese command on the island had lost any semblance of control of their units; the infantry and support elements would have to fight and die where they stood. Even if 31st Army had wished to pull back, they had no idea of their units’ positions and lacked effective means of contacting them.

Conclusion

The 23rd Marine Regiment had avoided sacking 1st Battalion’s commander by assigning his rifle and mortar elements to Lt. Col. John J. Cosgrove of the 3rd Battalion, sending them back into action when the attack of the 3/24th Marines stalled in the face of heavy Japanese machine-gun and mortar fire. A Marine shell touched off a Japanese stockpile of explosives, sending forth a cloud of poison gas. At least, this is the Marine Corps official history’s explanation.

Additional Notes

The USMC HMG's called for in the scenario book should actually WPN's.


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.
  • 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
  • Towed
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 #19: Gas Alarm
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-08-23
Language English
Scenario Sap2019

Saipan 2nd Edition, scenario #19: Gas Alarm

In this one, two battlegroups of Marines try to clear the Japanese out of hill covered caves and the second group of Marines comes in as reinforcements and the Japanese have setoff and ammo dump with gas in it on hex 0905, in a perfect bottleneck area forcing the Marines into more rugged terrain.

The early group of Marines take their lumps and even lose their FLM unit, which made the reinforcement arrival paramount. To get the best assault results against Japanese dug-in and cave embedded units, the Marines started using three units per assault with leaders. After a bitter struggle the Marines achieved all their goals towards the end of the scenario but couldn’t have done it without their reinforcements and losing the FLM Engineer unit made it that much more difficult.

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