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Captain_Arrr

Help with a Taffy 3 scenario

Ok, i have plans for a Taffy 3 scenario.  And with it so lopsided, and the Japanese withdrew, I was figuring on ending it on a set number of turns.  So what do people think would be a good amount of turns to end it?  6, 8 , or 10 turns?

Here are the fleets:

Japan

Musashi
Yamato
Haruna
Another Haruna or Yamashiro or Kongo
Combination of 6 cruisers that are any combination of Nachis, Tones, and Myokos
2 Yahagis
11 destroyers various
2-4 Kamikazes

US

Probably 6 St. Los
7 various destroyers
3 Wildcats on the carriers
3 Avengers on the carriers
6 Wildcats and 6 Avengers on the land Airbase representing the planes from taffys 1 and 2

Also, what should the victory conditions be?  As in, how many ships should the the US sink if it is to be a victory for them?  How many for the Japanese?

Thanks!
Hawker Hurricane

Musashi was already sunk by the time they reached Taffee 3.  So were two of the cruisers.  And no Kamikazes yet.

Six St. Lo.
Three 'Fletcher' class, I'd say two Fletchers and one Hoel.
Two Roberts and two Butlers for the DE's.
Two Wildcats, four Devastators: Yes, they carried Avengers, but didn't have the training or ammunition.

Off board: 3 Wildcats, 6 Devastators, 1 Dauntless.

Rules for USN Air ammo limits: CVE's didn't carry many armor piercing bombs or torpedoes; many of the air strikes were launched with depth charges, fragmentation bombs, napalm, and rockets, not too effective against battleships.
Time Limit: 10 turns (?)

Victory conditions: Japan: Sink CVEs.  U.S.: Save CVEs.  If the Japanese sink 4 CVEs, they 'win'.  If they sink 3, it's a draw.  Add one CVE for every battleship they lose.

(I've been working on this one myself)
Diamondback

Cap, you might search on my Taffy 3 scenario-fragment I was trying to prep for Enfilade back around Memorial Day.

I had it set up so that if the Japanese player hadn't whacked Taffy 3 by certain turns, Taffy 2, Taffy 1, and then Oldendorf came into play, and that if the game progressed out a certain time the American player would gain two TF38 airstrikes. (About turn 100, if the Americaqn player hung on that long it turned into an auto-win, representing Taffies 1/2/3 holding the line long enough for TF34 to close and annihilate Kurita.

This also woulda been a big one, with the transports Kurita was "prime-targeting" coming into play as well, along with MacArthur's command ship (Japanese auto-win if destroyed).
Captain_Arrr

What about keeping in the Avengers, but allowing them to use torpedoes for the first two turns and then only allow them to use their alt. payload.  I know some Avengers did drop torps in the battle.
Hawker Hurricane

Each CVE had enough torpedoes to launch one strike.  So, one strike per torpedo plane.
They also only had enough heavy (anti-ship) bombs for one strike... so.
Need rules for aircraft pretending to make strikes...
Diamondback

Maybe add a rule of "Limited Ordnance: After one torpedo and one AP bomb attack, each Avenger unit may only deal one point of damage per attack, and sixes only count as one success" and "Air Harassment: Any ship under airstrike this turn gets -1 on its Gunnery attacks"?
Captain_Arrr

Diamondback wrote:
Maybe add a rule of "Limited Ordnance: After one torpedo and one AP bomb attack, each Avenger unit may only deal one point of damage per attack, and sixes only count as one success" and "Air Harassment: Any ship under airstrike this turn gets -1 on its Gunnery attacks"?


-1 Gunnery attacks?  Seems too weak.  The reason the attacks worked was because they broke up the ships' formations and put them in disarray.  Seems an impossible feat to recreate in this game.
Diamondback

Good point, maybe reducing sixes to one success in addition would help.
WASISFUN

I think the US is going to get smashed.
Hawker Hurricane

Well, yes, they DID get smashed.  But the tin can sailors "last stand" bought enough time for some (NOT ALL) of the CVEs to escape.  The scenario requires a time limit.  And some kind of rule about 'dodging torpedoes' to keep the Japanese from running down the CVEs instantly.
WASISFUN

You should start the t3 ships in the middle of the board and have the CVEs run to the back of the board.
cealigh the MadScot

The US player gets points equal to every CVE that gets off board but also loses that CVE's air power.
cealigh the MadScot

Captain_Arrr wrote:
Diamondback wrote:
Maybe add a rule of "Limited Ordnance: After one torpedo and one AP bomb attack, each Avenger unit may only deal one point of damage per attack, and sixes only count as one success" and "Air Harassment: Any ship under airstrike this turn gets -1 on its Gunnery attacks"?


-1 Gunnery attacks?  Seems too weak.  The reason the attacks worked was because they broke up the ships' formations and put them in disarray.  Seems an impossible feat to recreate in this game.
if you are saying 1 less dice perhaps you are correct, if however you are saying that you score a success on 5 or 6 perhaps not.  I think that only scoring a success on a 5 or 6 would represent the ships in that sector being disrupted enough to not coordinate their fire effectively against other surface units.
This seems to work really well for aircraft if they are aborted but yet press their attack.  They still attack but it is not as effectively carried out.
Diamondback

I was thinking -1 per die--good point, Cealigh, thanks for making me clarify.
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