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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Rice Demons
Saipan 2 #39
(Attacker) Japan vs United States (Defender)
Formations Involved
United States 105th Infantry Regiment
United States 106th Infantry Regiment
United States 773rd Amphibian Tractor Battalion
Display
Balance:



Overall balance chart for Sap2039
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Saipan 2
Historicity Historical
Date 1944-07-07
Start Time 04:00
Turn Count 40
Visibility Day
Counters 98
Net Morale 0
Net Initiative 1
Maps 4: 80, 81, 82, 83
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 200
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates Saip039
Battle Types
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Reinforcements
Illumination
Scenario Requirements & Playability
Saipan 2 Base Game
Introduction

Before committing ritual suicide, the three senior commanders of Saipan’s defenders issued a final order for their men to attack the Americans in one massive charge:

We will search for the rice demons and advance to attack them, killing at least ten people per person, and then all of us will die in honor. I expect all of our troops to fight bravely, and I will die in honor with all of you, praying for the long life of the Emperor and the prosperity of the Imperial nation.

More than 4,000 Japanese – soldiers, sailors, and civilian men and women – took part in the three-pronged mass suicide attack.

Conclusion

The brunt of the attack fell on two battalions of the Army’s 105th Infantry Regiment, which suffered 406 men killed and 512 wounded. Lt. Col. William J. O’Brien of the 1st Battalion led his men from the front, a pistol in each hand as he fought the oncoming Japanese at point-blank range. Hit repeatedly, he shrugged off the medics who tried to drag him away and bellowed defiance to his men. His bullets gone, he threw the empty weapons at his attackers, climbed onto a jeep, and proceeded to mow down dozens of Japanese with its .50-caliber machine gun until he was dragged down to be stabbed repeatedly by swords, bayonets, and bamboo spears. Tanks soon arrived to stem the attack, while the 27th Infantry Division’s artillery poured 2,666 rounds into the attacking mob in less than an hour of firing. Burial teams would later count 4,311 Japanese corpses.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Imperial Japanese Navy
  • Foot
  • Mechanized
United States Order of Battle
Army
  • Mechanized
  • Misc
Marine Corps
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 1265

LVT 4 is a one step open-topped APC. Any scenarios where units and leaders start loaded on LVT 4's and enter the board via ocean hexes do not activate in the regular manner.

While at sea, all LVT 4's activate like AFV's with leaders, and move toward beach hexes. While moving toward the beach hexes they don't need to use all MPs or move in a straight line. Once they are on the beach, they must follow standard activation rules for both land and water hexes. LVT 4's that are destroyed at sea do not trigger leader decapitation.

(Shad on 2013 May 06)

Display AARs (1)

Saipan 2nd Edition, scenario #39: Rice Demons
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-09-17
Language English
Scenario Sap2039

Saipan 2nd Edition, scenario #39: Rice Demons

This is a brutal 40 turn scenario with all branches of both sides involved, the Japanese Army & SNLF and the American Army & Marines. The first ten turns of a 40 scenario are in the dark, the Americans do have the ability to shoot Illumination/Star-shells but with the optional rules of 10% of Artillery strength points and with some dudes at the wrong time. The Japanese also have a Morale of 8/8, so the Initiative never goes down. The Japanese must use the darkness to close with the Americans and have three objectives, eliminate 20 American steps with tanks, artillery & LVTs counting double, eliminate all three Marine artillery units and lose, yes lose ten Japanese leaders so show the Banzai attack spirit.

The American setup mostly on or around the 40-meter hill on map 83, in hindsight the larger hill on map 81 would have been better, as it would have taken the Japanese longer to get there. The Marine artillery setups up on the 40-meter hills, while the Army setup a perimeter around them but weak in some areas as they have a lot of area to protect and there is an old Japanese minefield between them and is friendly to no one, as the Japanese no longer had knowledge of it. The Japanese enter in three areas, to try and not bunch up too much and actually have a step of Type 95 SNLF tanks that groups with the Infantry for better effect.

The Battle is one of the most brutal to fight out and the Japanese that make it in past the American artillery assault and assault as their causalities do not matter. By about three quarter through the scenario, the Japanese had already achieved 2 out of three victory objectives and the Americans had pulled back to regroup and the Japanese also regrouped for another banzai attack. The Americans Reinforcements didn’t arrive until turn 35 in time to straighten out the lines, eliminate the only Japanese armor with a Sherman Platoon, as that thing seemed to survive with the Infantry and leaders a ton of assaults. The downside of the reinforcements, is they actually eliminated the 10th Japanese Leader, giving the Japanese their third victory objective and a major victory.

This scenario could playout differently depending on the American setup, the Japanese entry, the dice rolls in some critical moments and a thousand other things. 40 turns of a lot of assaults make this one a longer gameplay but I enjoyed it, off and on over 4 days/nights of gameplay.

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