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Saipan

Conquest of the Marianas
June 1944

Exclusive Rules

Copyright © 1975, Simulations Publications, Inc., New York, N.Y.

Contents

[11.0] Introduction

Saipan is a simulation of the American invasion of the Island of Saipan in the Marianas in June, 1944. Saipan and nearby islands were vital bases which would allow American bombers, for the first time, to be based within range of the Japanese home islands. Thus, the Japanese hoped to deny the island to the Americans, or at least make the cost prohibitively expensive, thereby discouraging further island invasions even closer to Japan.

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[12.0] Reinforcements

General Rule:

Only the U.S. Player receives reinforcements. These units appear during the Owning Player's Movement Phase of the Game-Turn.

Cases:

[12.1] Quantity of Reinforcements

A maximum of six infantry units may be taken as reinforcements on the First Game-Turn. One unit of any type may be taken for each remaining vacant Beachhead Marker during each Turn after the First Game-Turn. The U.S. Player may choose any units not yet in play as reinforcements. Once all of the U.S. units have been brought into play, the U.S. Player may receive no more reinforcements. Destroyed units may not be brought back into play as reinforcements.

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[12.2] When Reinforcements Arrive

Reinforcements arrive during the Movement Phase, after all units already on the map which are to move that Phase have been moved.

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[12.3] Where Reinforcements Arrive

[12.31] On Beach Hexes

On the First Game-Turn only, reinforcements may be placed on any Beach hex not occupied by an Enemy unit. On the Second and succeeding Game-Turns, reinforcements must enter through Beach hexes containing Beachhead Markers. On every Turn, each reinforcement unit expends all of its Movement Points to enter the hex. It may move no farther that Turn.

[12.32] In Sea Hexes

On the First Game-Turn only, if the Beach hex into which a Player wishes to land a reinforcement unit is occupied by an Enemy unit, he may place the reinforcement unit in a Sea hex directly adjacent to the Beach hex. However, during the immediately following Combat Phase, the reinforcement unit must attack the unit in the hex in which it is to move. If the attack fails to force the Enemy unit out of the hex (preventing an advance after combat) the reinforcement unit is eliminated.

[12.33] In Enemy Zones of Control

Reinforcements may be placed in Enemy Zones of Control. However, they may move no farther that Game-Turn, and must attack one or more units to which they are adjacent (see 7.1).

[12.34] Beachhead Markers (Purple bordered hexes)

A Beachhead Marker is placed in each Beach hex occupied by a U.S. Unit at the end of the U.S. Player-Turn of Game-Turn One (and then only). Once placed, they may never be moved. On all following Game-Turns, U.S. reinforcements must enter Beach hexes containing Beachhead Markers. A Beachhead Marker is immediately and permanently destroyed if a Japanese unit enters or passes through its hex. If no vacant Beachhead Markers are available on a given Game-Turn, no reinforcements may enter the game that Game-Turn.

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[12.4] Reinforcements and Combat

Reinforcements may engage in combat normally in the same Game-Turn that they arrive.

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[13.0] Victory Conditions

General Rule:

The Victory Conditions are the same for both Scenarios. In order for the U.S. Player to win, he must eliminate all Japanese units by the end of the game; in order for the Japanese Player to win, he must eliminate all American units on the island. Any other result is a draw.

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[14.0] Scenarios

General Rule:

Saipan consists of two Scenarios: the Historical Scenario and the Free Deployment Scenario. The instructions for each Scenario include each Player's Initial Deployment, Special Rules in effect for each particular Scenario, and the length in Game-Turns of each Scenario.

Procedure:

Place a unit of the specified type on each of the hexes listed for that type. Hex numbers are shown in parentheses following each unit's designation. Unit designations are provided for reference only; Players may ignore them.

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[14.1] Historical Scenario

[14.11] Japanese initial Deployment

Unit Type: 3-4-8. Hexes: 1/135 (3418), 2/135, (3114). 3/136 (2107), 1/136 (1805), 2/136 (1505).

Unit Type: 5-6-8. Hex: 5 Base (2406).

Unit Type: 2-3-8. Hexes: Yok/1 (2307), 317(1103), 318 (0504). 316 (0409), 1/118 (1513), 3/118 (1614), 1/18 (1515). 7 (1717), 2/118 (1817).

Unit Type: 1-2-8. Hex: 16 (0802).

Unit Type: 2-1-8. Hex: 9 (1816).

Unit Type: 3-2-3/1-4. Hex: 25 (0710).

Unit Type: 2-1-10/1-4. Hexes: 1/3 (1609), 2/3 (1510).

Unit Type: 4-2-10/1-4. Hex: 3/10 (1409).

[14.12] U.S initial Deployment

No U.S. units begin the game on the map. However. U.S. Game-Turn One reinforcements must be placed on hexes 1203, 1102, 1002, 0902, 0801 and 002: note two units must attack.

[14.13] Special Rules

1. The U.S. Player is the First Player. His Player-Turn is first in every Game-Turn.

2. This Scenario begins on Game-Turn One and continues through Game-Turn Fifteen.

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[14.2] Free Deployment Scenario

[14.21] Japanese initial Deployment

The Japanese Player freely deploys his entire force anywhere on the map he desires.

[13.22] U.S initial Deployment

No U.S. units begin the game on the map. However, the U.S. Player must choose any six Beach Hexes in which he will put his First Game-Turn reinforcements. Then the Japanese Player deploys his forces. Finally, the U.S. Player reveals to the Japanese Player which hexes he has chosen. The U.S. Player must attack the hexes he wrote down.

[14.23] Special Rules

1. The U.S. Player is the First Player. His Player-Turn is first in every Game-Turn.

2. This Scenario begins on Game-Turn One and continues through Game-Turn Fifteen.

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