Saipan Landings June 17, 1944 Replay

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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#61

Post by PassandReviewofWW2 » 26 Apr 2019, 17:30

Turn One: Supplemental Order to U S Squad Leaders, to be with MG/Squads on the Firing Line, to direct Fire to Grind Down the Defending
IMG_3533[1].JPG
Strong Points

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#62

Post by PassandReviewofWW2 » 26 Apr 2019, 17:34

Turn One: Japanese Player Turn
Prep Fire: Dice Rolls of 10 and 11 result in No Effect and Malfunction HMG Pill Box Level One HIll
IMG_3519[1].JPG


PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#63

Post by PassandReviewofWW2 » 26 Apr 2019, 17:42

Turn One Japanese Player Move Phase
a. 447 Squad x 2 Moves up the Road to Circle Around
b. M4 Defensive First Fire Bow/Coaxial MG 6 Firepower Factors
c. Modifiers -2 to Infantry Fire Table Dice Roll Effect
d. Line of Sight Check with Stringline, Center Hex Dot Firing Hex to Center Hex Dot Target Hex, touches Hex side Black edge Line
Jungle Terrain Extends up to and Across Hex Sides
Line of Sight is Blocked/ M 4 6 FIrepower attack No Effect
e. 447 Squad x 2 complete Move , protected by Jungle Terrain
IMG_3530[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#64

Post by PassandReviewofWW2 » 26 Apr 2019, 17:44

Turn One: Japanese Player Move Phase
a. 447 Squad x 2 Moves to Hex Shown,
b. M 4 Defensive First Fire attack No Effect vs Jungle Terrain Blocking Line of Sight/Fire
IMG_3531[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#65

Post by PassandReviewofWW2 » 26 Apr 2019, 17:46

Turn One ; Japanese Player Move Phase
1. 447 Squad x 2 moves to Hex Shown, end Japanese Player moves this Turn
IMG_3532[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#66

Post by PassandReviewofWW2 » 26 Apr 2019, 17:47

447 Squads on Road Receive Road Bonus
a. Move One Extra Hex is on Road For Entire Move Phase

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#67

Post by PassandReviewofWW2 » 26 Apr 2019, 18:00

Turn One: Japanese Player Turn
1 After Prep Fire and Move Phase
2. U S Player Defensive Fire Phase
3. From Left To Right
4. 8-1 U S Leader/667 Squad/MMG/ Fire Attack vs Level One Hill Pill Box / Dice Roll 12 Results in MG Malfunction/Fire Attack No Effect
667 Fire Power Halved Long Range Fire/Squad Fire Power 3 /MMG FIre Power 4 = 7 Firepower Attack
5. 9-2 Leader 667 Squad MMG /10 Fire Power attack vs Gun Position Level One Hill in Trench/+2 TEM
6. Fire Attack Dice Roll 1 +4 = 5/ Japanese Sniper Activation # 5
MMG Maintain Rate of FIre
7.Resole Sniper Attack by making dr/if 1 or 2 dr result/ roll Two Die to determine Target/
Sniper attack dr is 1
Sniper DR 5+3 5 represents direction /3 Represents distance in Hexes
Sniper Counter has # s from 1 to 6
check # 5 direction / 3 Hexes from # 5 is Target Hex in this Case 666 Squad Level One Hill is Broken by Sniper Fire
IMG_3525[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#68

Post by PassandReviewofWW2 » 26 Apr 2019, 18:01

Sniper Activation # Action
IMG_3526[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#69

Post by PassandReviewofWW2 » 27 Apr 2019, 19:48

Turn One: Tactical Picture
U S Player sets up a Firing Line/ To then form Fire Groups/ on Level One Hill during Advance Phase/Leaders with 667 Squads each with MMG/ 666 Squad x 2 fill in Hexes between
1. The Firing Line/Fire Groups will be advanced One Hex forward , during each Following Advance Phase
2. Reserve Squads likewise , take up vacated positions of forward Firing Line Units/ to maintain Forward Progress/ as More Squads deploy forward
Increased Firepower Capacity to Place Greater Fire on Defenders
IMG_3535[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#70

Post by PassandReviewofWW2 » 27 Apr 2019, 19:55

Turn One: Japanese Player effective
IMG_3536[1].JPG
Prep Fire Results

U S Player Comment: U S Firing Line, was roughly handled by Defensive Fire, the Pill box with Heavy MG maintained Rate of Fire and raked the entire Line Pinning /Breaking a Number of U S Squads and MG Squads

Remaining Squads /Reserve Squads 8-0 Leader 3 Squads/continue Advance Phase Tactic/

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#71

Post by PassandReviewofWW2 » 27 Apr 2019, 19:56

Japanese 447 Counter attack Squad next to Red die , holds in Place

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#72

Post by PassandReviewofWW2 » 27 Apr 2019, 20:01

Sniper Attacks:
After Sniper activation DR #/ That Player rolls one die/if 1 or 2 /results in Sniper Fire vs Target
1. Target selection is determined by the Numbers 1 thru 6 on Sniper Counter after making Target Dice Roll
color dr indicates direction to Target
white dr indicates Number of Hexes to NEAREST Target
2. In this Case the Number of Hexes 3, if there is No Target at Hex 3 From Sniper Counter, nearest Target is then Selected\
in this case the Squad at Level One Hill
IMG_3526[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#73

Post by PassandReviewofWW2 » 02 May 2019, 19:47

U S Player General Approach and Line of Advance,
Orders:
1. Be Prepared for Close Combat and Heavy Hostile Fire
2. Extinguish all Hostile Fire along Lines of Advance
3. Move along either Route to eliminate Anti Boat Battery on Board 41
IMG_3610[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#74

Post by PassandReviewofWW2 » 02 May 2019, 19:51

U S Player 1st Platoon 9-2 Leader/667x3/MMGx2/BAZ 44
1. Lead the Point of Attack with M4 A! Sherman in Support
IMG_3611[1].JPG

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

#75

Post by PassandReviewofWW2 » 02 May 2019, 20:20

Turn One:
U S Player moves 1st Platoon/ with M4 / Armor Assault/ declares Bounding Fire using M 4 MG from Level One Hill Hex vs Defending Squad using
HA GO as Cover + 1 TEM
M4 using Bow.Coaxial MG Bounding Fire may Make Only ONE Bounding Fire Attack/may not Fire MG again or Main Armament Advance Fire Phase
1. M4 A1 Expends 2 MP cross Hedge .Open Ground/ 1 MP Stop /Expending All 13 MP /Total MP in Line of Sight of Defenders 3 MP
2. 1st Platoon Expends 2 MF to Cross Hedge enter Level One Hill Open Ground
3. M4 Receives +1 Height Advantage TEM vs Defensive Fire
4. 1st Platoon receives +1 Armor Assault /-1 Non Assault Move/ Height advantage TEM does not apply if other TEM or Modifier is available
--------------------------------------------
M Bounding First Fire Dice Roll 3 Modifier +1 HA GO Tank TEM /Total = 4 on 3 Fire Power Column 1 Morale Check vs Defending Squad
Defending Squad Dice Roll 8 + 1 =9 /447 Japanese Squad Step Loss/Turn Counter Over
--------------------------------------------------
Japanese Player declares Defensive First Fire HA GO vs M4 Sherman
Vehicle Target Type To Hit # 10
HA GO To Hit Modifiers/must score Hull Hit
1. Deliberate Immobilization +5
2. HA GO is Buttoned Up +1
3. Target is Moving +2
4. Target expending 3 or Less MP as Target +1
5. Height Advantage +1
6. Large Target -1
Total = + 9
HA GO Defensive First Fire DR 2/ is Not a Critical Hit /By Rule Once Deliberate immobilization is Claimed /
To Hit DR of 2 Modifiers added 9 = 11
DR of 2 By Rule can Still result in an Improbable Hit
by making another dr after DR of 2
dr 1 Critical Hit /does not apply Deliberate Immobilzation
dr2 Turret Hit No Effect Deliberate Immobilization
dr 3 Hull Hit
dr 4-6 No Effect
-------------------------------------------------------------
Second dr 3 result Hull Hit M 4 Immobilized /Crew must Pass Normal Task Check to continue to Man Vehicle
M4 Crew Task Check Dice Roll 6
IMG_3614[1].JPG

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