Saipan. A mini AAR

Battlefront features the power of battalion-level combat in some of this period's most bloody and intense conflicts: Saipan, Market Garden, Novorossisk, and Gazala. Players will have realistic control over their soldiers, with a tactical scale just large enough to make a telling difference in the strategic picture.

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Fred98
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Saipan. A mini AAR

Post by Fred98 »

Hank and I reckon we are about even in ability. We have just completed a set of mirror games of the Saipan scenario.

Saipan is the smallest of the scenarios. This is a combined AAR of both games.

I use a few phrases:

In the first game:
His US forces
My Japanese forces

In the second game
My US forces
His Japanese forces


To achieve a minor victory you need a margin of 200+ points. His US forces won by 55 points and my US forces won by 91 points - both games officially finished as a draw.

Screen 1 shows the VLs scattered across the map at the start.

Image


Note also that Tsutsuran and Hashigoru are both supply sources for the Japanese. It is clear the Japanese will have to withdraw around these 2 in the latter part of the game.

There is another small Japanese supply source in the top right corner (out of picture) but it has no points value.

The US troops land in the bottom left corner to the north and south of the lake. The US has a supply point near the lake at Charan Kanoa.

His US navy had poor luck with the dice and at the start, did not destroy as many strong points and steps and my US navy would.

The direct result was that his US forces took a few turns to capture Charan Kanoa and the adjacent supply source whereas my US forces captured it quite quickly.

This makes it sound like my US forces had a better start but that’s not the case.

To the north of the lake, his Japanese moved adjacent to the landing troops. You cannot dig in on unfriendly ground so my Japanese forces north of the lake did not move adjacent - they stopped one hex short and dug in. I did this to reduce the effect of naval bombardment. What I forgot is that the navy cannot fire on enemy units adjacent to friendly troops. Doh!

As a result, at the and of turn 1, my Japanese front line north of the lake was one hex longer than his Japanese front line north of the lake. This led to the situation in the next screen shot.

The left shows his US forces at about turn 8 and the right is my US forces at turn 8. His US forces have advanced much further than my US forces. However my Japanese forces still hold Charan Kanoa

Image

His Japanese troops north of the lake made one Banzai charge. He lost a lot of steps but successfully destroyed a couple of my valuable weakened units. That cost me some points!

My Japanese troops were now stretched thin. I planned on a steady withdrawal around the 2 objectives/supply depots mentioned above. At one point I decided now is the time to begin and then delayed by one turn. That was a mistake.

That turn he broke through and my troops were scattered. In the south I withdrew towards and held Tsutsuran but in the north had to withdraw towards Garapan. This doubles as a US supply source and without it the US can have supply problems.

As my troops were scattered he was able to destroy more troops than otherwise. That gave him his 55 point victory.

Meanwhile my US forces, were stuck as can be seen above. I attacked turn after turn and I felt I didn’t do much damage. And the problem, which persisted throughout the scenario, that my troops could not get any attack supply. In spite of being within the range of the attack HQ, attack supply was not forthcoming.

I had troops landing as reinforcements over a number of turns and decided to delay the landing and they all landed in force in one turn, in one place, at about turn 9 on the north of the island.

I quickly captured the 2 VLs there and destroyed a small number of units. But supply was bad. I could hardly expand the bridgehead.

Then all of a sudden his lines, north and south of the lake, broke. He seemed to be moving to the west for a last stand but I was able to destroy a few scattered troops.

This movement, allowed supply to reach the beachhead in the north and the advance continued to the west.

Alas the supply problems stopped my US forces crushing his remaining forces.

In both games we both made mistakes and both could have gone either way. For 2 players of equal ability, this is a well balanced scenario.

On to Novorossisk!

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Gregor_SSG
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RE: Saipan. A mini AAR

Post by Gregor_SSG »

Joe,

Thanks for the AAR. It illustrates the dilemma for both sides. The US player can crunch any one thing he chooses, if he plans right, but he can't do it turn after turn because he will run out attack supply. The Japanese player can Banzai any US troops that advance into contested ground and can't dig in, but he can't do it turn after turn or he will run out of men! Both sides have very different problems, yet the scenario is still finely balanced.

I look forward to your efforts in Novorossisk.

Gregor
Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.
hank
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RE: Saipan. A mini AAR

Post by hank »

I concur and I agree with Joe's aar.  Its a really fine small scenario.  As he said, on to Novo!!
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geozero
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RE: Saipan. A mini AAR

Post by geozero »

Who was the scenario designer on this Saipan scenario???
JUST SAY NO... To Hideous Graphics.
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e_barkmann
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RE: Saipan. A mini AAR

Post by e_barkmann »

I'd take a stab and say Ian Trout of SSG...
Scourge of War multiplayer group

http://steamcommunity.com/groups/sowwaterloo
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geozero
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RE: Saipan. A mini AAR

Post by geozero »

The screenies look really good.
JUST SAY NO... To Hideous Graphics.
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e_barkmann
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RE: Saipan. A mini AAR

Post by e_barkmann »

I think the graphics were pretty much all done by Steve Ford of SSG.

There's no doubt it's a beautifully crafted game and there's bucketloads of gaming time in the supplied scenarios.

I've been playing the game for months now and have nowhere near tired of the main Market Garden battle, let alone the others.

There seems to be a general community perception however, that the person that dies with the most scenarios, wins [:D]

cheers Chris
Scourge of War multiplayer group

http://steamcommunity.com/groups/sowwaterloo
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Fred98
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RE: Saipan. A mini AAR

Post by Fred98 »

bump
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