Historical Background: After their landing on Saipan on the 15th of June 1944, US Marines of the 2nd and 4th Divisions expected the usual Japanese counter-attack. This counter-attack took place on the night of the 16th to 17th of June with the assault of infantrymen from the 136th Infantry Regiment of Col Ogawa, marine infantrymen of the 1st Yokosuka Landing Special Force of Commander Karashima and around 40 light tanks of the Col Goto's 9th Tank Regiment. It was the first time that a Marine unit received a major tank attack in the Pacific theater. Nevertheless, the Japanese attack was under the fire of every weapons that Marines could used : mortars,, bazookas, machine-guns, antitank guns, howitzers and heavy shells of the US Navy. At dawn, most of the Japanese tanks were found destroyed on the battlefield. The counter-attack of General Saïto had totally failed. The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing: Axis player [Japan] : 5 command cards, you move first. Allied player [USMC] : 6 command cards.
Conditions of Victory: 8 medals. The capture of the Marine CP is a temporary medal objective for the Axis player.
Special Rules: - Use "Japanese Imperial Army" rules (Nations 3). - Use "US Marine Corps" rules for all Allied troops (Nations 4). - Special Weapon Asset rules (SWAs 4 - Special Weapon Assets >1942) are in effect for the infantry units equipped with mortars (SWAs 6) or machine-guns (SWAs 7). - Use "Capture HQ/supply tent" rules (Actions 17). - Use "Night Attacks" rules (Actions 19).
Scenario Bibliography: - Hyperwar - USMC monograph - Saipan, the Beginning of the End.
Official scenario of FFM44. Played during the tournament in Le Mans on the 07th of January 2018.
Warning: Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.
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Set-up Order |
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1 |
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2 |
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5 |
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2 |
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16 |
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8 |
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9 |
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1 |
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