Saipan Landings June 17, 1944 Replay

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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 12 Apr 2019 17:14

Turn One; U S Player Move M 4 from behind Level One Hill ,( Japanese Units had no Line of Sight to M 4 behind Level One Hill) to Level One Hill Hex Shown /5 Move Points/ 4 MP Higher Terrain/1 MP Open Ground
1. Japanese Player designates Mortar for Anti Tank Duty to keep the 25 LL Gun Free to Fire on U S Infantry
Mortar/Area Fire Use vs Armor is a two step Process of indirect Fire that must First Score Hit on To Hit Table via a To Hit Dice Roll with two die that = or less than the To Hit Table # for Mortar
If Hit is Scored , then another Dice Roll is made to determine damage if any to Target AFV
Effect is resolved on Infantry Fire Table * Fire Power Column /All Mortar Area Fire is resolved half of Full Fire Power rating of Mortar /example 82 Mortar 16 Fire Power/Halve to 8 Fire Power
1. Mortar To Hit # on To Hit Tables is 7
a. In example Shown- Modifiers to To Hit Dice Roll
Moving Vehicle AFV +2
Target Size /Large/ -1
2. Mortar To Hit Dice Roll of 5/red die 1/white die 4/ plus Modifiers + 2 Moving/-1 Large Target = Final To Dice Roll with Modifiers = 6/Result Hit
3. Effect DR 3//blue dr/white dr/ also serves as Location of Hit/ color dr = or more than white dr Hull Hit/otherwise Turret Hit
a. effect Dice Roll Modified + 1 Armor Factor/resolve on 8 Fire Power Column results in 3 Moral Check/ result is Immobilization/crew must pass Normal Task Check to stay in AFV
Infantry Fire Table Results Mortar Hit Effect vs Armor
a KIA result Dice Roll elimination
K 3 /3 MC/depending on Hit Location result/Hull Hit immobilization /Turret Hit /Automatic Shock
4. M 4 Immobilized/ may not Bounding First Fire, after immobilization result
a. M 4 may Fire during Advance Fire Phase Half Fire Power vs a Target in Line of Sight of M 4
5. Turn Motion Counter over to Immobilized side to indicate Sherman Immobilization Status
IMG_3430[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 12 Apr 2019 17:16

Turn One events: US Player moves Platoon forward Level One Hill
IMG_3434[1].JPG
to Place Smoke
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 12 Apr 2019 17:24

Turn One : The U S Player move Platoon forward Level One Hill to place smoke
1. The Japanese 447 Squad Ground Level cannot see over the Level One Hill to Fire on U S Platoon ,
Units at Ground Level can see the First Portion of Level One Hill Hex , but Not Over to other Level One Hexes further back
if the U S Platoon Enters the Next Level One Hex , across from Japanese 447, then the Japanese Unit would then have Line of Sight to the U S
Platoon.
2. Units at Level One can See all other Units at Level One unless there is Terrain that would obstruct Line of SIght
IMG_3434[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 16 Apr 2019 16:57

Turn One:
U S Player Comments: The Commanding General Holland Smith wants U S Commanders to get the show on the Road, to reach the Japanese Coastal Gun targeting incoming Landing Craft. Furthermore , Jungle Terrain , Specifically the Bamboo to the West /East , Board Edge makes any move along Board Edges problematic. Therefore , The Commanding General wants to see results to push up the Road.
U S Player decides to try east approach to reach the Road, with M 4 A1 Lead Off, to be prepared for close quarters action vs Japanese Tanks and Infantry.
1. M 4 A1 Enters Buttoned UP 1 MP per Open Ground Hex,( 4 MP enter Level One Hill/Higher Terrain/Open Ground 1 MP)
IMG_3457[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 16 Apr 2019 16:59

Jungle Terrain Board 41 West Side
IMG_3452[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 16 Apr 2019 17:00

U S Forces objective to move up Road
IMG_3454[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 16 Apr 2019 17:15

Turn One: US Player Moves M 4 A 1 Sherman , across Level One Hill/Hedge/to Open Ground Hex, Stop MP/Expending all 13 MP to Reach Open Ground Hex, Bounding First Fire 3 FP /Bow/Coaxial MG/ vs Japanese Pillbox + 3 TEM/No Effect
1. Japanese HA GO Light Tank Defensive Fire in Turn/Deliberate Immobilization attempt/To Hit DR 4/ also Serves as Location Hit vs M4 A1
To Hit color dr = or More than white dr = result is Hull Hit/ if color dr less than white dr/Turret Hit/No Effect for Immobilization attempt
a. J HA GO Hits Hull of Sherman Dice Roll of 4/ Modifiers- Deliberate Immobilization +5/Target Moving+2/Buttoned Up +1/ are added to Dice Roll
4 total = 12/ /12 is then Modified by Sherman Large Target -1/Point Blank Range -1/ Total adjustment = 10 result /Sherman Tank
IMG_3462[1].JPG
Immobilized /Crew must Pass Task CHeck Dice Roll/= or less than U S Crew Morale of 7 to continue to man Vehicle/ Dice Roll of More than 7 Crew must Bail out
b. Vehicle Target Type TO Hit # 10
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 18 Apr 2019 16:52

To Hit Tables:
1. Multiple Hits : Sherman M4 A1 Capability To Hit Dice Roll Doubles result in Multiple Hits/Unless DR of 12 result is a Gun Malfunction
2. M4 A1 also has Gyro Stabilizer Capability

Location of Hit Table: Turret To Hit color dr less than white dr
Hull To Hit color dr = or more white dr
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 18 Apr 2019 17:03

Turn One U S Player Plan:
M4 A1 Enter from South Board Edge 18, preceded by 8-0 Leader/3 Squads wMMG move up to Forward Part Level One Hill to engage Japanese Pillbox at 2 o 'clock on opposite Level One Hill across Open Area
1. M4 A1 move in a Zig Zag pattern/, using Jungle Terrain as screen,/ cut across
IMG_3482[1].JPG
the Front of Japanese Gun Line,
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 18 Apr 2019 17:13

Turn One U S Player Move
Japanese Pillbox HMG 6-12/crew/ at 2 o'clock Defensive Fire s U S 8-0 Leader with Platoon on Forward Part Level One Hill
Defensive Fire Dice Roll Modifiers are -2/ for moving in Open and Non Assault Move in Open
U S Units at Level One Hill do not receive + 1 Height advantage with Opposing Unit also at same Level
Defensive Fire Dice Roll of 7 Modified by -2 result 5 on 6 Fire Power Column
U S Leader and each Squad must pass 1 Morale Check Dice Roll
Japanese HMG ROF Capbility 3 to Maintain Fire on Moving U S Units
color dr of 5 would have to be a 3 to Maintain Fire / color dr of 5 indicates the HMG has exhausted ROF and may not Fire at U S Stacks moving during current Phase
IMG_3483[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 18 Apr 2019 17:18

Turn Two:
U S Player Turn
1. M4 A 1 Sherman expending all 13 MP/Plus Excessive Speed to Gain 3 Extra MP/ cuts across front of Japanese Line then Zags back behind onto Road
so far surviving Plastering of Fire from Japanese Guns.
2.Japanese HA GO Tank Platoon will swing around during Japanese Turn 2 , to eject the unwelcome visitor from behind the line
IMG_3499[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 18 Apr 2019 17:20

Turn One Japanese Player Turn, Moves Counterattack Group from North edge B 41 into Position to counter any U S incursion
IMG_3500[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 19 Apr 2019 17:11

Turn One: U S Player moves M 4 A1 with 9-2 Leader/6667 Squad x 3 w/MMG stack beneath M 4 A1 to Point of Attack,
1. First Step/ Target the
IMG_3486[1].JPG
Concealed Japanese Unit across from Forward Level One Hill Hex with 8-0 Leader 3 Squads
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 19 Apr 2019 17:20

Turn One: U S Player
1. M 4 A1 with 9-2 Leader /3 Squads using Armor Assault negates Moving in OPen -1 Dice Roll Modifier and/ -1 Non Assault Move in Open
a. Before Entering Hex Shown U S Player states Bounding First Fire M 4 A 1 Bow /Coaxial MG 3 FP/- Half Fire Power when moving,
vs Concealed Japanese Unit in Jungle Terrain Hex
b. M 4 A1 is Point Blank Firing / Bow /Coaxial MG Fire Power 3 Firepower Column Infantry Fire Table
c. Concealed Japanese Counter in Jungle Terrain receives + 2 Terrain Modifier to M4 3 Fire Power Dice Roll Attack Result
d. M 4 3 Fire Power Attack Dice Roll of 8 + 2 = 10 No Effect vs Concealed Japanese Counter/Maintains Concealedment
IMG_3488[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 19 Apr 2019 17:24

Turn One: U S Player moved M 4 A1 with Armor Assault Platoon Stacked under M 4 to Hex Shown
1. After Move and the M4 A1 3 Firepower Attack
a. Japanese Squad Drops Concealment to Defensive Fire vs U S Platoon using M4 as Cover
b. Japanese Squad 4 Fire power /Point Blank Fire /Doubled 8 Fire Power with -1 Non Assault Move in Open vs U S Platoon behind M 4
IMG_3489[1].JPG
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