Saipan Landings June 17, 1944 Replay

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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#46

Post by PassandReviewofWW2 » 19 Apr 2019, 18:32

Turn One: Japanese Defensive Fire Dice Roll 9 /Modifier -1 /result 8 on 8 Firepower Column
1. U S 9-2 Leader 3 /667 Squads each Take Normal Morale Check
a. Japanese Squad may not Fire again unless U S Platoon Expends another MF next to or within Normal Range of Japanese Squad
b. Japanese 1st Line Squad Capability # bottom of Counter from Left to Right 4-4-7
Firepower /Range/Morale
IMG_3490[1].JPG
c. after All U S Units have Moved during the U S Move Phase/ the Japanese Squad marked with First Fire Counter may then Fire again Half Fire Power vs
an Opposing Unit in Adjacent Hex/ This is Final Fire Part of Defensive Fire Phase/ 4 Fire Power Halved/ 2 Firepwer/Point Blank Fire Double /4 Firepower
IMG_3490[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#47

Post by PassandReviewofWW2 » 22 Apr 2019, 20:42

Scenario Game Adjusted Plans:
Japanese Player Setup First
U S Player Move First
-------------------------------------------------------
U S Player Travel Plan for M4 AI to lead the advance, across the Open Expanse to the far side of Japanese Level One Hill Positions Board 18

Japanese Player:
a Forward Deployment by Imperial Order, , is most Honorable to repel the Foe directly
IMG_3503[1].JPG


PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#48

Post by PassandReviewofWW2 » 22 Apr 2019, 21:15

Turn One: Advanced Squad Leader Armor Mechanics
1. M 4 A1 13 Move Points/ Enters Hex C 10 /Buttoned Up/Open Ground 1 MP
2. Continue to Hex C7 / 1 MP Open Ground/ Turret Main Gun , Traversed to Port, to engage Likely upcoming Targets on that Flank.
Turret Traverse coincides with the 1 MP.
3.U S Player takes Note, Hex F 5 is in the Japanese 25LL Gun level one Hill Gun sight Line
a. U S Player/from Hex E6// will announce Bounding First Fire vs 25LL Gun and 1 MP to Enter Hex F5
Bounding First Fire Preempts all Defensive Fire Attacks
4. Japanese Player notes the Range of U S Type M4 Med Tank From Japanese HMG /Crew on Level One Hill /Pill Box/
a. Fire Discipline can fell the Giant.
b. MG s may attempt Deliberate Immobilization /Must score Hull Hit/Target must be in 0-6 Hex Range/HMG Hex Range 0
MG To Kill # must be = or Higher than AFV Lowest Armor Factor. M4 Lowest Armor Factor is 4/MG To kIll # 4
c. MG may NOT score Critical HIt/MG Leave Residual Firepower only if Hit is Scored
d. Vehicle Target Type To Hit # 10
e. Check to Maintain Rate of Fire
5. M4 at Hex F5 is Under The Japanese 82 Mortar/in Trench Level One Hill with 25LLGun/ minimum Firing Range of 3 Hexes
6. 25LL Gun will wait for best Shot vs M4 or attempt Deliberate Immobilization
25 LL Gun /Each Change of Gun Covered Arc to follow Target adds + 1 Modifier / to To Hit Dice Roll
7. M4 in Hex F5 executes Bounding First Fire To H it attempt vs 25LL Gun /82 Mortar Level One Hill in Trench/Infantry Target Type
a To Hit # 8 / Modifiers:
M4 Buttoned Up +1
1 or Less MP in View of Target +2
Motion Fire +3/Stabilized Gun
Point Blank -1
Small Target +1
Target in Trench +2
Total Modifiers +8 added to To Hit Dice Roll
M4 Would Have to Score Critical Hit, then Resolved by Improbable Hit Rule/Multiple Hit Rule
Check to Maintain Rate of Fire/if M 4 expended 1 MP, and Maintains ROF/ M4 may NOT Fire Again until Expending another MP in hex F%
as Delay or Moving to Next Hex expending 1 MP
8. Japanese P layer can intervene with Defensive First Fire after M4 Makes Bounding First Fire To Hit Attempt /1 MP
a. M4 may be fired on in Hex F5 , per the # of MP expended/this instance / 1 MP / MG targeting M 4 Fire on Target one time in Hex F 5
IMG_3504[1].JPG
U S Player Travel Plan Tactic for M4 to break Thru Japanese Line /m4 enters Hex C 10

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#49

Post by PassandReviewofWW2 » 22 Apr 2019, 21:17

M 4 Travel Plan reaches Hex C7, turns Turret to Port to Engage upcoming Targets/ Turret Traverse coincides with 1 MP expenditure to enter Hex C7
IMG_3506[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#50

Post by PassandReviewofWW2 » 22 Apr 2019, 21:19

Turn One:
Prior to entering Hex F5 U S Player announces Bounding First Fire and 1 MP to enter Hex
IMG_3507[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#51

Post by PassandReviewofWW2 » 22 Apr 2019, 21:21

Turn One: Japanese Player intervenes with Defensive First Fire HMG Level One Hill Pillbox vs M4 after
IMG_3508[1].JPG
Bounding First Fire Attack vs 25LL Gun

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#52

Post by PassandReviewofWW2 » 22 Apr 2019, 21:28

Turn One: M4 Travel Plan
a. Hex Shown M4 expended 9 Move Points of the M4 13 Move Point allotment
b. M4 Driver will have to go Full Tilt, Wide Open to Reach Hex H2 on the other side Level one Hill
c. U S Player announces Excessive Speed Breakdown Option to Gain 3 extra MP/1/4 of M4 13 MP Allotment to Enter Level One Hill 5 MP
+ 9 MP =14 then Enter Hex H2 1 MP then 1 Stop MP Total 16 MP
d.Excessive Speed Breakdown Dice Roll Modified by Number of MP gained
Dice 12 or More results in Immobilization
IMG_3510[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#53

Post by PassandReviewofWW2 » 22 Apr 2019, 21:30

M4 Tops Hill
Japanese Squads in Lose Open Ground Concealment once Opposing Unit has a Line of Sight to Them
IMG_3511[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#54

Post by PassandReviewofWW2 » 22 Apr 2019, 21:32

M4 reaches Hex H 2- Breaks Thru Japanese Line after surviving all Defensive Fire attacks
IMG_3512[1].JPG
U S Infantry can now mop up

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Re: Saipan Landings June 17, 1944 Replay

#55

Post by PassandReviewofWW2 » 23 Apr 2019, 20:18

Summary of M4 A1 trip across Death Valley
1. M4 Hex F5 Bounding First Fire vs 25LLGun/82 Mortar in Trench Level One Hill
a. Infantry Target Type To Hit # 8 /Dice Roll 4+5=9 color dr 4 white dr 5
Modifiers +8 added to Dice Roll = 17 result MIss
color dr determines if M4 A1 Main Gun Maintains ROF/ ROF # 1
2. Hex F5 Defensive First Fire HMG Level One Hill Pillbox vs M4/Vehicle Target Type 0-6 Hex Range To Hit # 10/Dice Roll 10 or Less to Score Hit
Modifiers are added to Dice Roll
MG must Score Hull Hit
Modifiers
a. Deliberate Immobilization +5
b.Target is Moving +2
c. Large Target -1
d. To Hit Dice Roll 3=5=8 Modifiers +6 added = 14 Result Miss
e, MG Color dr 3 HMG ROF listed on Counter 3/Maintain Rate of Fire may fire again after M4 Expends another MP in Line of SIght
3. Hex F 5/ After HMG Defensive First Fires the MMG Level One Hill Pillbox attempts Deliberate Immobilization vs M4 A1/Must Score Hull Hit
Vehicle target Type To Hit # 0-6 Hex Range To HIt # 10
Modifiers
a Deliberate Immobilization +5
b.Target is Moving +2
c. Target expending 1 or less MP in Line of Sight of MMG +2
d Large Target -1
e MMG To Hit Dice Roll 2+2 =4 color dr 2 result Hull Hit /if color dr = or more than white dr Hull Hit otherwise Turret Hit
Modifiers + 8 result 12 exceeds 10 To Hit # Result is MIss
f. MMG Maintains ROF color dr 2 /MMG ROF listed on Counter 2
g. MMG May FIre on M4 again after M4 Expends another MP and is in MMG Line of Sight
4.. Japanese Defensive First Fire at Hex F5 completed M4 A1 may continue Moving toward Hex H2
a. Once M4 Clears Level One Hill , enters Hex H2, The M4 going down the other side of Hill cannot be seen by 25LL Gun Or Mortar crew
Japanese Player may Not Rotate Pillboxes to Fire
b. M4 may conduct one More Bounding Fire vs Japanese Squads in Open ,
b1. M4 Entering Hex H2 1MP
b2. M4 announces Bounding Fire Bow MG/Coaxial MG combined Firepower 6 is Halved 3 Firepower for Firing on Move vs Japanese Squads in
in Open. Infantry in Open receive NO TEM Modifiers
b3. M4 Expends Stop MP Using all Movement Points/Vehicles must use all Move Points if Moved to New Hex during a Turn

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#56

Post by PassandReviewofWW2 » 24 Apr 2019, 17:56

1. Defensive First Fire 25LL Gun vs M4 at Hex H3
Vehicle Target Type To Hit # 10 /0-6 Hex Range
Modifiers:
a. 25LL Gun Travers one Hex Line to Left +1
b.Target is Moving +2
c.Large Target -1
d.Point Blank Range -1
e. Total Modifiers +1 added to To Hit Dice Roll
f, To Hit Dice Roll 3+3=6 modifier +1 = 7
g. To Hit color dr 3 = or more than white dr result Hull Hit
h. 25LL To Kill # 8 Point Blank Range +1 = 9
i. M4 Side Armor Factor 4
j. Subtract Armor Factor From To Kill # 9 = 5
k. 25LL Gun To Kill Dice Roll must be 4 or less to knock out Sherman/ To Kill = Kill # in this case 5- result is immobilization Hull Hit/Automatic Shock
vs Turret Hit/ M4 Turret Armor Factor 8/ 25LL Gun To Kill # 8 even Point Blank +1 result No Effect
The 25LL Gun would have to be a Larger AT Gun To Knock Out Sherman thru Turret Armor Facing
k; To Kill Dice Roll 4+5 =9 /9 is more than 5 result no effect

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#57

Post by PassandReviewofWW2 » 25 Apr 2019, 19:47

Turn One: 25LL Gun vs M4
a. A To Hit Dice Roll of 2 is a Critical Hit
b. 25LL To Kill # 8 is Doubled 16 and + 1 for Point Blank Range
IMG_3512[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#58

Post by PassandReviewofWW2 » 25 Apr 2019, 20:32

Turn One: U S Player Move Phase Continued
1. M 4 AI Move Phase Completed U S Infantry Support Enters B18
Each Stack or Squad completes its move before the Next Stack or Squad Enters
2. After the M4 s Jaunt across the Map, the next Tactical Step is bringing up U S Infantry Support in a Timely Manner and in Good Order
3. Across the Front, the Japanese 82 Mortar/25LL Gun Level One Hill, and HMG in Pillbox Level One Hill /Maintained Rate of Fires and can Wreck any Infantry Charge across the Open, The 25LL Gun with Infantry Fire Power Factor of 12 can deal out serious Punishment /vs Infantry in Open/, with a Rate of Fire of 3 Listed On Counter
a. Using Infantry Firepower Listed On Counter Lowers Guns Rate of Fire by 1/ In this Case 25LL Gun Rate of Fire Lowered to 2
4. Other factors are Japanese Squads and Armor , reported in close Proximity, that can move in quickly and finish off U S Squads that break under Fire
5. To minimize U S Infantry exposure, at this stage of Game, the U S Player decides on a covered approach using Level One Hill as Cover
6 After reaching base of Level One Hill, all Units Hold up until the Advance Phase,
7. During Advance Phase One Squad from Each Stack , Advance to Front Part of Level One Hill
8. During the Advance Phase, NO Defensive Fire is Allowed
IMG_3513[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#59

Post by PassandReviewofWW2 » 25 Apr 2019, 20:34

IMG_3514[1].JPG
Turn One: U S Player Advance Phase

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#60

Post by PassandReviewofWW2 » 25 Apr 2019, 20:44

End Turn One U S Player

Turn One Japanese Player Turn
1. Prep Fire
a. 82 Mortar Prep Fire vs Elite U S 667 Squad in Open Level One Hill
b. Target is within Mortar Covered Arc/ U S Squad No Height Advantage TEM/ Firing and Target are at Same Level
c. Mortar Area Type To Hit # 7 /0-6 Hex Range
d. Modifiers 0
e. 82 Mortar To Hit Dice Roll red die 5 +1 =6 /Modifiers 0/ To Hit # 7/ Result Hit Resolved 8 Fire Power Column
a. color dr of 5 result Mortar exhaust Rate of Fire /Place Prep Fire Counter on Mortar/Crew
IMG_3517[1].JPG
f.Place 5/8 Aquisition Marker on U S 667 Squad Level One Hex/Mortar now has that Hex Zeroed in
g. Effect Dice Roll of 7 / on 8 Fire Power Column results on 1 Moral Check vs U S 667 Squad

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