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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Hell’s Pocket, Revisited
Saipan 2 #31
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 118th Infantry Regiment
Japan 136th Infantry Regiment
United States 106th Infantry Regiment
Display
Balance:



Overall balance chart for Sap2031
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 1944-06-28
Start Time 13:15
Turn Count 20
Visibility Day
Counters 36
Net Morale 0
Net Initiative 1
Maps 1: 82
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 162
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip030
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Lt. Gen. Yoshitsugu Saito, commanding the Japanese 43rd Infantry Division, had decided to retreat to a new defensive line just to the north. But the ever-innovative Col. Ogawa saw that while the Americans had overrun Hell’s Pocket after his own men pulled out, they had not occupied it, moving on themselves. Ogawa sent some of his troops back behind the new American line, where they could again dominate Death Valley. The Americans could have to try again to capture the rocky, cave-riddled position.

Conclusion

Ogawa continued to use his limited assets to maximum effect, his mortars in particular doing more than a full allotment of artillery might have accomplished. The Americans brought up self-propelled guns to work over the Japanese positions, and when the smoke cleared and they advanced, other Japanese positions opened fire. An unexpected attack by two Japanese tanks killed the commander of the 106th Infantry’s 3rd Battalion and two of his company commanders, also bringing the American advance to a halt again.


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
  • Mechanized
United States Order of Battle
Army

Display AARs (1)

Saipan 2nd Edition, scenario #31: Hell’s Pocket, revisited
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-09-07
Language English
Scenario Sap2031

Saipan 2nd Edition, scenario #31: Hell’s Pocket, revisited

This scenario took all 20 turns to clear the north-south road and town & villages of Japanese. I few bad dice rolls and the Japanese could have won a minor victory but it was not to be, the Americans achieve all three victory objectives by the skin of their teeth. Unlike in real live where the Americans lost several commanders to Japanese tanks, my on the map commanders where better aware of them. The Japanese toward the end of the scenario had no commanders left, as they lost all their leader counters and were leaderless making counterattacks impossible, but they had little force left anyway. The Americans took great care in not losing their FLM unit, as it was needed to secure a victory in this scenario.

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