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Panzer Grenadier: Marianas 1944» Forums » General

Subject: AAR: Marianas 1944, scenario 5: Tanks on the Right! rss

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Jay Townsend
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Colorado
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Marianas 1944, scenario 5: Tanks on the Right!

I am just kind of bouncing through the scenario book replaying scenarios here and there and decided on playing this scenario, as the Japanese are attacking at night against a stronger US opponent but with achievable victory conditions, at least in my mind. Scenarios 2, 3, and 4 the visibility is only one hex, as it is a moonless night and that was missed in the scenario special rules.

The American setup first which forces them to setup spread out across the map, trying not to allow the Japanese access to the beaches. This allowed the Japanese to setup a larger attack force again thin but strong American lines, with a second smaller Japanese force hitting further south, to keep the American from consolidating their forces. Last a third Japanese tank force to exploit any holes in the American lines.

The American were taking a large total on the attacking Japanese but the Japanese kept pushing on, no matter what their losses were, forcing the American to shift forces, losing the Dug-in status in many cases. Finally the Japanese found two small holes pushing through a small group of Infantry to the beaches which had to be tracked down and destroyed however the second group was three pretty fast Type 95 tanks steps, which played cat and mouse with American forces right to the end of the game, taking out the M3/75 and overrunning one of the 37mm AT Gun units unsupported by Infantry. The US Marines eliminated 26 Japanese steps which would have given them a three to one advantage and major victory as the Japanese only eliminated 6 Marine steps BUT they did not eliminate those three Japanese tanks steps that made a dash for the beaches on the last couple of turns. Not giving up hope as the Japanese player with the mounting losses, the Japanese came away with a Major Victory, using movement to spread out the Americans lines.

Note, next time I play this as the American, I’ll setup closer to the beaches, giving me less area to defend, as this was my critical mistake as the American player.
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Tom Oxley
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I played #3, Up The Middle, yesterday and really enjoyed it. I rolled for darkness and got a 5 so had 2 hex range instead of 1, which might have made a big difference. As it was, the Marines access to illumination rounds really lit up the whole Japanese force when they first came into range of a single outpost, which made them targets for the rest of the Marine line. Dice rolls were either really really good or just 'middling' and no effect, so the Japanese lost 21 steps and 3 leaders to no losses for the Marines. But I'd play it again in a heartbeat. I'm planning on Tanks on the Right later this week. Thanks for all your work on this project.

Tom Oxley
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