Night Attack on Saipan

17th June 1944

Pictures of the Game

USMC forces landed on the south west coast of the island of Saipan on the 15th June. Japanese defences were heavier than anticipated and pretty much all of the 2nd and 4th Marine Divisions failed to reach their first day objectives. On the night of the 15th and 16th there were sporadic Japanese counter attacks, but these were defeated by the Marines.

The main activity in the 15th was by the 4th Marine Division in the south of the island however in the northern part of the beachhead the 2nd Division expanded the beachhead to reach the first day's objectives. Even so at this point the beachhead was little more than a kilometre deep.

Frustrated by their lack of success the previous night the Japanese planned a major counter attack on the night of the 16/17th lead by the 9th Tank Regiment. Its objective was to capture the radio station then push onwards to the beach. The attack was due to commence at 17:00 on the 16th but the time to move the 9th Tank Regiment in to its attack positions was grossly underestimated. The attack actually started around 03:30am on the 17th.

The game represents the night attack of the 9th Tank Regiment, 136th Infantry Regiment and 1st Special Naval Landing Force on the Northern flank of the 2nd USMC Division, principally the 6th Marines. The attack was commanded by an Admiral: Admiral Nagumo. It was the largest Japanese armoured attack of the Pacific campaign.

The 1st SNLF is a paratrooper battalion.

Map and Order of Battle

Deployment

The USMC front line runs from point A to point B and is indicated with a pink dotted line. The rear deployment line runs from point X, via Y to Z.

The 1/6th, 2/6th and 2/2nd Marines are deployed behind the front line but in front of the rear line, in the zones indicated. Each battalion has a maximum of two companies (plus the 37mm if desired) within 6" of the front line. The rest of the unit must be further back. All stands (not 37mm) are dug-in in foxholes (-2 cover). The 37mm may be attached to a line company if the USMC player so wishes

The DHQ 2nd Marine Division, RHQ 6th Marines and 3/6th Marines may be deployed dug in (foxholes -2) anywhere in the rear zone

The 10th Marines can be deployed anywhere in the rear zone, though the guns are not allowed in the woods. All non gun crew stands are dug-in in foxholes

The M4A2 and M3 GMC can be anywhere in the rear zone on a road.

No USMC stand can be given movement orders for turn 1

The deployment zone for the 9th Tank Regiment and 136th Infantry Regiment is indicated on the map with a pink dashed line. Stands may start the game anywhere within that zone

The 1st SNLF starts in its deployment zone. However it may not be on table turn 1. Roll d6 before turn 1 on a 6 the unit is deployed for turn 1. Roll before turn 2 on a 4-6 its deployed. Roll before all subsequent turns, the SNLF is deployed on any roll except a 1. USMC stands are not allowed to enter the deployment zone before the SNLF is deployed.

Terrain

The map represents a 5ft x 5ft area if playing 1"=50m ground scale. The grey line is there to enable the game to be played on a 4ft x 5ft area if desired. This should have no effect on game play other than reducing the Japanese deployment zone somewhat. The Japanese player may wish to leave some stands off table and bring them on turn 1.

North is towards the top of the page

The big blue area is the sea. It has a thin sandy beach bordering it. The sea is impassable to all stands except the LVT

The smaller blue area is Lake Susupe. It is impassable to all stands

The area around Lake Susupe is marshy. Infantry are half speed within. The area is impassable to vehicles.

The green areas are open woods. Visibility within is 2". Foot stands are unimpeded within; vehicle and towed gun stands are half speed.

The grey areas are buildings. Most of the squares are 2x2 areas capable of holding a single stand. These represent wooden shacks with corrugated iron roofs: -2 cover. The 4x4 BUA is the radio station. This is a more solid building -3 cover

The brown area by the sea is an emergency landing strip that was under construction by the Japanese, It counts as open ground.

The dark red lines are "main" roads the pink lines are secondary roads.

The black dashed line is a narrow gauge railway. It has no game effect excepting that it may be moved along as over open ground.

Green dotted lines are tree lines. They break LOS and give -1 cover

The brown lines are contours at 50m intervals. Above the 50m contour line is considered steep slope, all movement is halved. Any stand 50m higher than the surrounding area can see or shoot over intervening terrain and troops. There is a 3" dead area behind any obstacle that would break LOS at ground level that can not be seen into. Similarly you may not fire over friendly troops if the enemy is within 3" beyond

The dashed lines are ridgelines. These break LOS. AFV's touching the contour get hull down (+2 cover) vs all fire that crosses the ridge.

The open areas on the map are sugar cane fields. By the time of the invasion the cane had been cut. There is a random scattering of scrub with the odd palm tree interspersed. Patches of scrub about 4" across should be placed on the table no closer than 6" apart. Scrub does not break LOS but does give personnel and Class I guns -1 cover.

Aerial photograph of Lake Susupe. The attack took place about a kilometre north of the the location this pic was taken, however it gives a general indication of the type of terrain fought over

From: http://www.ibiblio.org/hyperwar/USMC/USMC-M-Saipan/img/USMC-M-Saipan-p58.jpg

Air Support

Historically the attack was pretty much defeated before dawn. However assuming the Japanese are still attacking in daylight then the US may get air support. Starting Turn 6 before each turn roll 1d6. On a 5-6 the US player gets a rocket or bomb armed Corsair.

Special Rules

Game Time

The game starts with the 03:00 turn. There are two hour long night turns. There is a half hour twilight turn: 05:00am (turn 3). The 05:30am turn (turn 4) is full daylight. The game ends with the 8:30am turn (turn 10)

Night

The US player has illumination rounds for the 5" guns only. One round per USMC battalion.

Night rules are all per the CDTOB rules EXCEPT there is no quality loss or morale loss at night

Infiltrators

There are other Japanese units in the area not represented on the table. These units will send small teams of troops into the beachhead if the the USMC leave gaps in their front line.

At night the gap must be 4", in twilight 6" and daytime 8"; or 4" at anytime if the gap is in a wood.

There is assumed to be a (non shooting) USMC stand on the beach and the table edge for the purposes of this rule

Infiltrator insertion is checked at the end of the morale phase

The USMC must present a front line without gaps from edge WB to the beach AX to stop infiltrators. Anywhere were there is a gap place a Japanese infiltrator stand in it. If the gap is greater than 12" add two stands and one further stand for each extra 4". Infiltrator stands are NOT placed within 10" of any "normal" Japanese stand (ie infiltration only takes place away from the main attack)

Infiltrators are single figure stands. They are self ordered Regular Morale 9. They may only move cautious advance and may not shoot. Their only game effect is -1 morale of personnel within 12". Killing one does not count company eliminated.

3rd Battalion 3rd Mountain Artillery Regiment

This unit may only fire at US artillery stands. They may only fire once the stand has fired or during daylight, whichever is sooner. The Japanese have pre-plotted the US artillery positions. The 3rd Battalion can fire at the US artillery even in no LOS exists and the artillery has not been spotted., it is assumed spotters on the hills are spotting the flashes. Each gun can be called on a 1-7

The Beach

If any Japanese stand reaches within 6" of the beach XW the US player will get some reinforcements. These represent logistics personnel hastily formed up to repel the Japanese attack. They are placed at the end of the movement phase and are assumed to have made a hasty advance that turn. They must be placed on the water's edge over 6" from any Japanese stands.

Each 18" section of beach may only ever produce one set of reinforcements

Reinforcements are organised like so:

    1 Command Infantry Stand
    2 Infantry Stands
    1 LVT-4

Roll d10 for each stand. The stand is only placed on the table if a 6+ is rolled - so its possible there will actually be no reinforcement

Reinforcements are subordinate to the 2nd Division HQ.

Reinforcements can not go over 6" from the beach

Many of the logistical personnel on the beach were US Army not USMC

Victory Conditions

The Japanese score victory points

Taking the Radio station 10VP

Any non infiltrator stand that reaches the beach XW and is there at the end of a turn (each turn) 2VP

Destroying the 6th Marines RHQ Command Stand 1VP

Destroying the 6th Marines DHQ Command Stand 5VP

Each infiltrator stand in the rear area WXYZ 1VP

0-2VP is a USMC decisive win

3-6VP is a USMC marginal win

7-9VP is a draw

10-15VP is a Japanese marginal win

16+ VP is a Japanese decisive win

 

To count as captured the radio station must hold at least on Japanese stand in good morale (pinned or better) and no USMC stands in good morale (pinned or better)

References

1943 Map which gives a good idea of the built up areas in WW2: http://www.lib.utexas.edu/maps/historic ... arbour.jpg

Campaign in the Marianas, the Army history of the campaign: http://www.ibiblio.org/hyperwar/USA/USA-P-Marianas/ not as detailed as the USMC history but useful for pics and to fill in some details.

Marine Tank Battles in the Pacific - Oscar Gilbert

Modern Topo Map of the Island. http://www.lib.utexas.edu/maps/topo/pacific_islands/txu-oclc-0607971266-saipan.jpg. Note that it has become considerably more forested and built up since WW2

Saipan and Tinian 1944 - Gordon Rottman.

Saipan: The Beginning of the End - USMC Official History: http://www.ibiblio.org/hyperwar/USMC/USMC-M-Saipan/

Taki's Japanese Tank Site for details on the 9th tank Regiment: http://www3.plala.or.jp/takihome/history.htm

Pictures of the Game