Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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kommandant
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Fictional Scenario: IJN vs RAN/RN/USN**This is a fictional battle**
this is a little scenario that i thought would be cool
i personally can't play test it because I dont have my ships
where i'm located at, nor will i till i get back to my station
Scenario: Battle of the Florida Island
The Japanese have been pushed back little by little but with great
sacrifice on behalf of the allies, the IJN has placed together a strike
force to deal with the pesky allied warships near the Guadalcanal Island.
The Allied forces have established several airfields on the reconquered
islands, and are used as attack points against IJN transports.
The Allies must hold back the IJN strike force at all costs, if they loose
this battle, the marines fighting on Guadalcanal and will be sorrounded
cut-off from allied forces, and that will be a major blow to American moral,
and even worse, the IJN will once again regain the momentum that once
crushed allied naval power for the first few years of this bloody war.
Map Set-up: Convoy scenario island setup w/map 6 configuration. The IJN
player decides on which side of the map he will deploy.
Game Length: 10 turns
Special Rules: Islands on each players side of the map are considered
friendly airfields, and can hold up to 3 aircraft units each. These airfields
can be bombarded by enemy aircraft with the bomb attacks. 7 successful
rolls equals one successful attack, meaning, your opponent must choose
one of his aircraft to be destroyed. The Airbases at the edge of the maps,
cannot be used. All rules that applied to airbases apply to the airfields.
Airfields that have an adjacent enemy ship, and is not carrying any
friendly aircraft at the end of turn, is considered conquered, but only
if your opponent lands one aircraft unit on that airfield.
IJN Victory conditions: Any 1 of these conditions
1) Control two enemy airfields, at the end of a turn
2) Completely eliminate the allied surface fleet
Allied Victory conditions: Any 2 of these conditions
1) Completely destroy the IJN surface fleet
2) Hold for 10 turns w/o allowing the IJN to capture two friendly airfields.
3) Must control one enemy airfield
Axis fleet building guide: IJN
1) No battleships or battlecruisers are allowed
2) 150pt fleet build
3) Atleast one fleet carrier
4) 75pts(or more) must be spent on aircraft and aircraft carrier(s)
5) No subs
6) Only IJN ships and aircraft allowed
Allies fleet building guide: RAN/USN/RN
1) No Battleships or battlecruisers are allowed
2) 150pt fleet build
3) Atleast one fleet carrier
4) 75pts(or more) must be spent on aircraft and aircraft carrier(s)
5) Atleast two ships must be Australian(one being HMAS Canberra)
6) No subs
7) Atleast one ship must be British
8) No torpedo boats
Historical ship limitations apply
any thoughts, advice, etc. are welcome this is my first ever scenario for any game that i have ever played, so i really need help
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Duck Crusader
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Interesting, I'll try it. I can already see a variant where you have to get a transport next to the island to capture it.
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cealigh the MadScot
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| Duck Crusader wrote: | Interesting, I'll try it. I can already see a variant where you have to get a transport next to the island to capture it.  |
Good idea about the transport. I made up some chits with airfields on them to place on islands. I usually limit the airfields to two aircraft stands but I could see upping it to three.
In one scenario I allowed the on map airfields to work like the carriers since they are right on the map. They could only have up to two aircraft stands as they were small airstrips. The overall objective was to get transports to either island to either reinforce or make an assault landing.
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kommandant
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| Duck Crusader wrote: | Interesting, I'll try it. I can already see a variant where you have to get a transport next to the island to capture it.  |
have you tried it yet? if so please tell me what can be done to
improve this scenario
thanks for any help
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cealigh the MadScot
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Tried it. Liked it. | kommandant wrote: | | Duck Crusader wrote: | Interesting, I'll try it. I can already see a variant where you have to get a transport next to the island to capture it.  |
have you tried it yet? if so please tell me what can be done to
improve this scenario
thanks for any help  |
Tried it. It is verry important to properly protect the transports from Air attacks!
Ran a simular sceanario based on yer Idea. The transports represented LST's. The USN in their island hopping campaign were hitting one large island with a three A/C stand max on it and two other smaller islands close to it.
The "Objective" for the Allies was to make an assault on the island with the airfield (we called that island Jaro) and attempt to capture it. Bombing air strikes were allowed against any aircraft based there.
In order for the Allies to successfully land sufficient forces on the island to capture it, then at least two transports are needed to be in the island sector for two complete turns. any transport(s) destroyed while in the island sector would prevent the Allies from securing the island (there is only one side of the island that can be landed on and only two transports can be in that sector. If one is destroyed while landed, then there won't be enough room for any other LSTs to land, the rest of the island is all cliff faced or have hidden reefs off shore that would prevent landings from that direction.)
Transports could be attacked as normal by naval and air units while in the island sector. This made them particularly vunerable to air attacks since larger naval assets could not go into the island sectors with them thereby not adding their AA. This forced the Allied player to dedicate more fighter assets to defend the transports against bombing / torpedo attacks. The Axis player would also attempt to destroy the transports before they could reach the target island. Initially by air attacks, then attempting to manuever his surface fleet to intercept or be in range to attack the transports.
The Allied player received four transports as part of their fleet structure but at no points cost. If the Allied player wanted any more then they would have to pay the standard points cost for them. In this particular battle the Allied player opted to stick with the four free transports.
Allied fleet included a fleet carrier, two Princeton class light carriers, 2 Atlanta class AA cruisers, 3 fighter stands, 3 dive bomber stands, 1 torpedo bomber stand, 2 fletcher DD, 1 PT boat stand.
The Axis player had 1 Yamoto(represented by proxy ship Vittorio Veneto)BB, 1 Akagi FCV, 2 Light carriers CVE (Shoho), 1 Betty, 2 Zeke, 3 Val's, 2 Kates, 1 Myoko CA, 3 Yukakazi DD, 2 I-19, 1 Tone.
The IJN managed to sink 1 transport by dive bomber attacks in turn one. (Allies provided fighter cap but were unable to abort the attacking bombers.) other attacks against the transports were aborted. The Betty was destroyed in the first turn from a very lucky dice roll of 5 of 8 dice rolled coming up 6's and the rest 4 & 5's from a cap group of Wildcats.
The USN sent her 3 dive bombers and one Torpedo plane against the Tone, The IJN sent 1 group of Zekes to cap for her but failed to abort any of the Dive Bombers they instead went after the Devestators and aborted them. The Tone only managed to abort one group of Daunts but they pressed their attack and only scoring marginal damage to the Tone for their effort. More effective were the other two groups of Daunts scoring two successive hits to her hull and crippling her.
The IJN had started the game with her subs (using hidden movement) within two sector rows of where Jaro was, and moved just off the shores of Jaro to either side to lay in wait for the USN to move in range for an attack.
Fast forward to the Outcome. All air forces based on Jaro were destroyed, the Allies were able to get two of their four transports to Jaro but one was destroyed by a surface attack from a crippled Yukakazi that managed to get within one sector range.
The USN lost another transport in turn 3 when the IJN was able to manuver two Yukakazi around an island and make a surface attack against it.
The Allies lost a Dive bomber group in an attack against the Akagi being supported by the Myoko. The allies managed to destroy a squadron of Zekes in an amazing display of supurb targeting by Wildcat group two. (reminicient of the Marianis turkey shoot.)
The Yorktown suffered from a heavy naval barrage from the Myoko at medium range,
The Fletchers dogged the IJN light carriers and eventually sunk them both, one while reloading a squadron of Vals. The Pt boats zipped around and generally harrased anything IJN in sight. One Pt boat squadron managed to score a torpedo hit on the Yamoto.
The I- 19's were all but effectively useless. Neither one being able to score a hit on anything they targeted. Shortly after one of the Yukakazi sunk the transport at Jaro the USN in a bold move sunk an I -19 using ASW tactics from a Fletcher in the area and a TBD squadron. The Allies were not able to overwhelm the Japanese occupied Island of Jaro, however, were able to destroy all aircraft that were based there, and put boots on the ground, and didn't meet their primary mission objective of capturing Jaro. IJN losses were significant enough that they were forced to fall back and await re-supply and reinforcements.
The USN has successfully blockaded the Island from further re-inforcement by Japan and is actively searching for the other I - 19 in the area.
Scenario wise the game ended as a Strategic win for the IJN by preventing the Allies from getting enough units on Jaro to take it. But from a point wise perspective the Allies won, as they were able to capture all other objectives on the table and destroy enough Axis units to reach the points required to win that way. The IJN lost the Tone and Myoko, Both Light Carriers, one I - 19, all but one squadron of Vals, the Betty, two Yukakazi's and the Yamoto ended up heavily damaged from torpedo attacks.
The Allies lost 3 of their transports, one Light Carrier, a Pt boat squadron. 1 squadron of SBD and 1 squadron of Wildcats, The "E" was nearly crippled, one Atlanta class cruiser was crippled, one Fletcher was also crippled by a misguided dive bomb attack from Vals that pressed their attack, after being aborted by ship AA fire. The Allies are licking their wounds and will request reinforcement and re-supply to make another run at Jaro.
Next game I'm working on is "Battle of Jaro part II. The Japanese Empire Strikes Back"
I'm thinking of having the base units be the surviving ones from this battle at their standard points repaired or not. Total points remaining at 250 for each side, and reinforcements making up what ever points remaining. ships damaged in the first scenario would be rolled for on repairs successfully made. They will come back with what ever damage was not repaired.
Both Axis and Allies will have up to 4 transports at no additional cost.
Mission objectives for the IJN to be determined. Mission objective Allies remains at capturing "Jaro" and any surrounding islands. I'm thinking of this. If a player is successful at landing an aux ship on an island then that island is considered contested. If a player is able to land two aux ships on an island then that island would be considered captured and up to 50 points would be earned. If the IJN player is successful in landing one aux ship on Jaro and it survives the turn, then their forces are considered reinforced and the airfield can be utilized again. If the allies are able to get at least one aux ship landed on Jaro and it survives for that turn, then the airfield is considered captured and any currently land based aircraft may be moved during the air mission phase of the allies next turn to Jaro but must wait until the following turn before they can go out on a mission again. Same rule applies to the IJN.
Once they have met that requirement then any aircraft based there may be used every turn just like on carriers.
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Duck Crusader
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| kommandant wrote: | | Duck Crusader wrote: | Interesting, I'll try it. I can already see a variant where you have to get a transport next to the island to capture it.  |
have you tried it yet? if so please tell me what can be done to
improve this scenario
thanks for any help  |
Wednesday, I'll try it your way first so I can give you more accurate feedback.
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