Historical Background:
During the night after the landongs, Saitō (the commander of the Saipan defensive) launched a tank assault on the left flank of the beachhead just north of Charan Kanoa with approximately 35 Type 97 medium tanks and Type 95 light tanks and about 1,000 soldiers. The attack was poorly coordinated. Nagumo’s naval troops, who were supposed to be part of the attack, did not cooperate. The attack was broken up by bazookas, 37 mm anti-tank guns, M4 Sherman tanks, and self-propelled 75 mm howitzers. Around 31 Japanese tanks were destroyed.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing:
Axis player [Japan]: Take 5 command cards.
You move first.
Allied player [US Marines]: Take 6 command cards.
Conditions of Victory:
6 medals.
The indicated hex of the town is a permanent medal objective for axis forces.
Special Rules:
Imperial Japanese army and US Marines command rules are in effect.
Place a badge on the allied combat engineers and on the allied flame-thrower tanks.
Special Weapon Assets Late War rules are in effect for the units equipped with Anti-tank guns.
Night Attack rules are in effect.
Place a badge on the allied mobile artillery units.
Scenario link
Setup Photo:
After the first scenario, I wanted to test my second scenario from Saipan Campaign. In the first game, I played as the Axis, and my opponent took the Allies. The Axis carefully planned their strategy and quickly scored 3 medals. The Allies then eliminated 3 units and reduced two Axis armor units to just one figure, forcing them to retreat.
However, the Axis responded with an Armor Assault, scoring 2 medals and pushing one armor unit closer to the beach. The Allies then managed to reduce one Axis unit to a single figure and scored 2 more medals.
Finally, the Axis played a General Advance, scoring 2 medals and securing a close 6-5 victory.
End Photo:
For the second game, we switched sides and began the battle. The Axis pushed their armor forward, but the Allies had luck on their side, destroying 2 units and increasing visibility to 2 hexes. The Axis then scored 1 medal, but the Allies also advanced their armor, increasing visibility to 4 hexes.
The Axis managed to score one more medal, but their units were left without cover. The Allies then played Their Finest Hour, easily scoring a medal and securing a 6-3 victory.
End Photo:
Conclusion:
It was a good scenario, but it’s difficult for Axis armor to eliminate units equipped with anti-tank guns.
If you’ve played this scenario, feel free to share your experience!