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Flametree Hill Saipan 2 #34 |
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| (Defender) Japan | vs | United States (Attacker) |
| Formations Involved | ||
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| Japan | ![]() |
136th Infantry Regiment |
| United States | ![]() |
24th Marine Regiment |
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| Overall Rating, 0 votes |
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0
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| Scenario Rank: --- of 1093 |
| Parent Game | Saipan 2 |
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| Historicity | Historical |
| Date | 1944-06-29 |
| Start Time | 09:00 |
| Turn Count | 20 |
| Visibility | Day |
| Counters | 30 |
| Net Morale | 0 |
| Net Initiative | 1 |
| Maps | 1: 80 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 161 |
| AAR Bounty | 168 |
| Total Plays | 1 |
| Total AARs | 1 |
| Duplicates | Saip032 |
| Battle Types |
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| Hill Control |
| Inflict Enemy Casualties |
| Cave Control |
| Conditions |
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| Caves |
| Off-board Artillery |
| Smoke |
| Terrain Mods |
| Scenario Requirements & Playability | |
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| Saipan 2 | Base Game |
| Introduction |
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Flametree Hill stood directly in the path of the 2nd Marine Regiment, driving up Saipan’s western shore toward the capital of Garapan. A small Japanese force had dug itself into the hill’s many caves, under the camouflage of the many orange-red flame trees covering the slopes. From there, they rained down automatic weapons fire on Marines trying to edge past and enter the town, then race back into their caves before Marine artillery could catch them in the open. Yet the hill would have to be secured before Garapan could be attacked. |
| Conclusion |
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Saipan marked the first use of the VT fuze in ground combat. The Japanese came out of their caves, only to find a devastating barrage of shells that exploded just above the ground (thanks to that proximity fuze). The Marines drove off or killed the handful of dazed survivors, opening their path to Garapan. |
| 1 Errata Item | |
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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)
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| Saipan 2nd Edition, scenario #34: Flametree Hill | ||||||||||||
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Saipan 2nd Edition, scenario #34: Flametree Hill I never liked it when you have to replace terrain with other terrain but it happens. This scenario is pretty much a Marine clearing scenario and they have the dreaded VT artillery ammo for the larger artillery but that +3 modifier is a killer on the Japanese unless they are in a cave. I have always played that besides a +1 modifier in entrenchment & town assaults, that ENG & FLM units also get a +1 modifier in cave assaults. Nothing too surprising here, the Marines achieved all three victory objectives in 20 turns, losing 3 steps and a leader to the Japanese loses of 13 steps and 2 leaders for a major American victory. I did enjoy it but the next scenario looks more challenging, so on to it! |
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| 2 Comments |
Sap2033


I meant to rate this a 3 but I don't know how to edit it at this point.
I meant to rate this a 3 but I don't know how to edit it at this point.