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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Tokyo of the South Seas
Saipan 2 #36
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 5th Naval Base Force
United States 2nd Marine Regiment
Display
Balance:



Overall balance chart for Sap2036
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 1944-07-02
Start Time 12:00
Turn Count 28
Visibility Day
Counters 65
Net Morale 0
Net Initiative 2
Maps 2: 80, 81
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 177
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip035
Battle Types
Inflict Enemy Casualties
Urban Assault
Cave Control
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

The Americans had initially spared Garapan from heavy bombardment, hoping to use the town as a base for later operations. American planes even dropped flowers to the civilian population to assure them of American good will. But when Japanese naval troops showed their determination to hold the town, planes, ships, and artillery all blasted what had been known as the “Tokyo of the South Seas,” flattening most buildings and damaging all of the rest except for Garapan’s two red-painted whorehouses. Then the Marines advanced, supported by tanks.

Conclusion

The Japanese fought in the ruins of Garapan for most of the day, losing three-quarters of their strength in the process: when the Marines encountered a Japanese-held building (or the ruin of one), they obliterated it with tank and artillery fire, flamethrowers, and explosive charges. That evening the naval troops withdrew, leaving behind a platoon of South Seas Military Police led by Lt. Magoshige Koike, who had been guarding the joint Army-Navy headquarters building in Garapan. Koike apparently refused orders to retreat and urged his men to “die while killing at least one American soldier.” All but one died without killing anyone, with the final man retreating to join another MP unit.


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.
  • 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
  • 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
  • Misc
Imperial Japanese Navy
  • Misc
  • Towed
United States Order of Battle
Marine Corps
  • Motorized
  • Towed

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 #36: Tokyo of the South Seas
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-09-12
Language English
Scenario Sap2036

Saipan 2nd Edition, scenario #36: Tokyo of the South Seas

This was a real slugfest in the beginning. The Marines have an assortment of armor assets but the Japanese do have 120/10 & 47mm units. The Americans tried an ocean end-round move with their LVT A-1 & LVT A-4 units but after losing 4 steps to the Japanese big guns, they had to laid some defensive smoke and headed back for land.

The assaults were rough but as I mentioned the Americans have an assortment of armor and some PIO/ENG & FLM units to help with these deadly assaults. Surprisingly the Satan flame tank is lost in assaults but overall, the Marines achieve two out of three victory objectives for a minor victory, winning the battle of town hexes and cave control, hex 0908 but could not achieve a two to one advantage in casualties losing 18 steps and one leader to the Japanese loses of 25 steps and 6 leaders.

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