Saipan Landings June 17, 1944 Replay

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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 02 May 2019 19:39

U S Infantry Stack expended 2 MF
Defensive Fire may be directed per # of MF or MP in target Hex
Japanese HA GO Fired Main Gun vs Sherman /may Fire Bow MG 2 Fire Power Column Defensive Fire vs U S 1st Platoon
2 Fire Power attack Dice Roll modifiers +1 Armor Assault /-1 Non Assault Move = 0
HA GO 2 FP attack Dice Roll 6 result Pin Task Check vs U S 1st Plaoon
Leaders Highest Morale Check Morale / Pin Task Check First /Japanese Have Level A Booby Trap Capability any Pin Task Check 11or 12 result in Casualty Reduction
9-2 Leader Roll 12 Result in Casualty Reduction /Make dr if 1-4 Leader is Wounded /5-6 eliminated
CR dr of 3 result Leader Wounded and Pinned
Each 667 makes separate Pin task Check
1. 667/MMG Pin Task Check DR 8 result Pinned
2.667/MMG Pin Task Check DR 9 result Pinned
3. 667 /BAZ 44 Pin Task Check DR 11 result Casualty Reduction to 667 Half squad and Pinned
IMG_3616[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 04 May 2019 19:48

Sniper Targeting:
If there are no Targets within the Direction/# of Hexes Dice Roll for Target Selection
the Sniper Counter may be relocated to another Hex

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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 04 May 2019 19:55

Turn One: Line of Sight Check(AFTER FIRING)
IMG_3639[1].JPG
using String to Check if Touches any part of Hex Line, Per Jungle Terrain Rules, Jungle Terrain Fills Entire Hex and over Hex Lines, Blocks line of Sight traced along such Hexside
Center Hex Dot M4 Hex to Center Hex Dot HA GO Light Tank indicates clear Line of Sight , String does not impinge on any portion of Hex Line
Hexes O 7 to N 4
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 04 May 2019 20:08

Tactical Highlights:
U S Player s plan , to use 1st Platoon/ w M4/Large Stack of Units to Force Defenders First Fire
Once Defender is Marked with Defensive First Fire Counter, That Defender may NOT Fire at Targets Beyond Closest Known Opposing Unit
1 2nd Platoon can then move up to right of 1st Platoon,
2.3rd Squad hangs back to allow 8-0 Leader 666 x 2 Squads to reach forward part of Level One Hill / Total MF 6
Jungle Terrain 2 MF Cost Terrain/ Stacking Limit 2 Squads
1 MF Enter B 18/ 2 MF Enter Level One Hill/ 2 MF Jungle Terrain /1 MF Level One Hill Open Ground
3. U S 667-666 Squads have Assault Fire Capability/ After Moving a Units Firepower is Halved
4. Infantry Units that Move then Fire During Advance Fire Phase at Half Fire Power/.MMG /HMG/ That are Moved during Move Phase May NOT FIRE during Advance Fire Phase / Infantry Units Assault Fire add 1 FP to Halved Fire Power /667 Squad 3 Firepower would be increased to 4 Firepower
Advance Fire Assault Fire
5. 3rd Assault Platoon also Move Forward across Left Side Level One Hill
6. Japanese Pill Box DOES NOT have Line of Sight /Blocked by Jungle Terrain over Hex Side Line of Sight Check
IMG_3685[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 04 May 2019 20:12

Turn One U S Player Positions
1st Platoon Center
2nd Platoon Right
3rd Platoon Left
Reserve Platoon following 3rd Platoon and Flank Units to West Board Edge
IMG_3686[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 06 May 2019 18:49

Turn One: U S Player Advance Fire Phase vs Defending Squad Using HA GO as Cover
1. 1st Platoon Stack /2 667 Squads/One Half Squad/ Under M4/ 667 Squad 6 Firepower/halved for Moving 3 FP/ Assault Fire +1/ = Firepower 4/ Pin Halved to 2 FP/ Half Squad 3 Fire power Halved Moving and Halved For Pin Result cannot add any Fire Power to Advance Fire Attack
2. Pinned / Half Fire Power/Pin Leader May Not Apply Leadership Modifier
3. Advance Fire Phase Dice Roll 8 +1 HA GO /4 Fire Power Column/ 9 No Effect
4. 2nd Platoon 8-0 Leader 666 Squads x2 /8 Fire Power /Advance Fire Phase Dice Roll 8 +1 /8 Fire Power Column PTC/Pin Task Check
5. Japanese Squad Pin Task Check Dice Roll 9 is Higher than 7 Morale/ Squad is Pinned

-----------------------------------------------------------------------------------------------------------------
Infantry Units moving in Open then Pinned During Move Phase by Defensive Fire,
1The -1 Moving in Open/-1 Non Assault Move Dice Roll Modifiers do Not apply to Pinned Units/ any Positive TEM / Modifier Still Applies
IMG_3687[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 06 May 2019 18:52

Turn One:
After U S Player Advance Fire Phase Unit Positions
IMG_3688[1].JPG
Rout Phase
Advance Phase: Pinned Units May Not Advance Phase Move
Close Combat Phase
End Turn One U S Player
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 06 May 2019 18:55

During Turn One U S Player Move One Squad to Level One Hill Jungle Terrain to Check any Flanking Move by Japanese Player Units
IMG_3689[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 06 May 2019 19:09

Turn One Japanese Player Prep Fire:
Arrows indicate Pill Box Covered Arc / That encompasses the Center area and Left and Right Hex Rows
Prep Fire : Pill Box with HMG 6 Fire Power Attack vs 666 Squad in Jungle Terrain/ Dice Roll 10 +2 on 6 Fire Power Column = No Effect

Prep Fire : Pill Box with HMG .50 cal 8 Fire Power Attack vs U S 9-1 Leader 666 Squad/MMG Jungle Terrain +2 TEM
Dice Roll 5 +2 =7 on 8 Fire Power Column = 1 Moral Check
9-1 Leader Morale Check DR 3 + 1 =4 less than Leader Morale Level 9 / Leader Pass Morale Check
666 Squad Morale Check DR 5 +1 = 6 would be Pin Result/Leader Modifier -1 / Modifies Morale Check DR back to 5/666 Pass Morale Check
Dice Roll 5 Japanese Sniper Activation #/ Dice Roll 4 No Sniper Attack
IMG_3693[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 06 May 2019 19:19

Turn One Japanese Player Prep Fire
1. 6 Firepower HMG in Pill Box exhaust Rate of Fire Red dr of Prep Fire Attack more than HMB Rate of Fire of 3 Printed on Front of Counter
2. 8 Fire Power HMG in Pill Box Continue Prep Fire vs 9-1 Leader/666 Squad MMG in Jungle Terrain +2
3. 8 Fire Power Attack Dice Roll 2
4. Dice Roll 2 Cowering if Not Directed by Leader
5.Reduce Firepower by One Column to 6 Fire power Column
6. Dice Roll 2 + 2 = 4 on 6 Fire Power Column = 1 Morale Check vs U S 9-1 Leader/666 Squad/w MMG

The Japanese HA GO Light Tank at Ground Level 0 cannot see over Level One Forward Part of Hill to Place Fire on U S Units further back on Level On Hill
U S Unit would have to be in One of Level One Hill Hexes next to HA GO or in Hex HA GO crew can see
IMG_3694[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 08 May 2019 18:55

Turn One: Japanese Player Prep Fire Continues:

1. HMG .50 cal 8 FP in Pillbox Maintains ROF to Continue Prep Fire vs US 9-1 Leader 666 Squad /MMG in Jungle Terrain
and 666 Squad w/BAZ 44 behind Hedge Level One Hill Opposite Pillbox Postion
2.Red dr of Prep Fire Dice Roll 3 or Less/ HMG /Crew may Continue Firing
3. .50 cal First Prep Fire Pins 666 Squad MMG
4. Further Prep Fire causes U S Squad to Break under Fire
IMG_3694[1].JPG
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PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 08 May 2019 19:00

Turn One: Japanese Prep Fire .50 cal HMG/ Crew in PIll Box vs U S 666 Squad w/BAZ44 behind Hedge +1 TEM
HMG 8 FIre Power Column Fire Attack Dice Roll 7 +1 Result Normal Morale Check 8 Fire Power Column
1. U S Squad Rolls 2 Result Heat of Battle Dice Roll Result of Battle Harden replace 666 Squadt o Elite 667 Squad and Hero 1-4-9 Single Man Counter
IMG_3695[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 08 May 2019 19:03

Turn One : Japanese Player Prep Fire HMG .50 cal Continues to pour Fire on U S Lead Elements Level One Hill
IMG_3696[1].JPG
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 08 May 2019 19:04

U S Player Morale Check DR 5 / Japanese Sniper #/ Attack die roll 3 Nor Attack

PassandReviewofWW2
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Re: Saipan Landings June 17, 1944 Replay

Post by PassandReviewofWW2 » 08 May 2019 19:13

Turn One: Japanese Player .50 cal HMG Prep Fire Ends red die 5 more than HMG Rate of Fire 3 Printed on Front of Counter/result Exhaust Rate of Fire
Next Prep Fire Unit HA GO Light Tank /347 Reduced Squad vs U S 1st Platoon using M4 as Cover
IMG_3697[1].JPG
1. HA GO Prep Fire Infantry Target Type To Hit # 8 /Modifers
2. HA GO is Buttoned Up +1
3. M4 A 1 TEM +1
Total Modifiers +2
IMG_3697[1].JPG
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