Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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Diamondback
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Taffy 3--BIG scenario with historical "what-if?"Guys, I've been working on a Taffy 3 scenario for Enfilade, and thought I'd run what I've got by y'all for advice.
We're gonna disregard carrier basing capacity for this one, each of the Taffy units gets 7 planes between 'em except Taffy 1 with the 4 Sangamons (I'm assuming 2 hadn't gone back to Morotai), which gets--until their carriers enter the map, Taffy 2 planes get 1 rearm counter per use, and Taffy 1 planes get 2 rearm counters per use until Turn X, then 1 until Turn Y when their carriers enter the map. Taffy 2 and 3 are 4 Wildcats/3 Devastators each, Taffy 1 is 5 Wildcats/2 Devastators. I will have to revise this after Set II, as most of Taffy 1's fighters were actually Hellcats...
Before each turn, each player will roll a die, until the Japanese player rolls a 1 or the American player a 6. On an Allied 5 or Axis 2, TG38.1 enters the NE corner 55 turns later. On a 6(US) or 1(JP), TF38.1 (if not already in countdown) will arrive in the NEv corner 55, TG34.5 64, and the rest of TF38 90 turns later. If those 90 turns elapse with >75% of TF78/79 (and the Nashville, if MacArthur's command-ship is destroyed that's an Axis auto-win) intact, and at least one ship of Taffy 1/2/3 survives, that's an Allied automatic victory. Once an Allied 6 or Axis 1 is rolled, these die-rolls will cease.
ALLIED REINFORCEMENTS:
Turn 18: Taffy 2, T2 airstrikes no longer must rearm
Turn 19: Oldendorf's cruisers and destroyers
Turn 22: Oldendorf's battleships
Turn 27: Taffy 1 airstrikes reduced to 1 rearm counter per use
Turn 36: Taffy 1, T1 airstrikes no longer must rearm
Turn 41: Airstrike from TG38.1 (off-map), 7 Wildcats/3 Bomb-armed Devastators/4 Dauntlesses. MacArthur's Nashville arrives. (Use Boise, but add AAM "Headquarters" SA's and an Objective marker to it.)
Turn 61: Another TG38.1 airstrike, same as above.
Turn 72: TG38.1 airstrike 3
Turn 78: TG38.1 airstrike 4
AXIS REINFORCEMENTS:
Turn 27: Kamikazes (how many?)
Turn 41: TF78/79 enter NW corner (Transports and 1x Boise, all worth bigtime points if killed by Japanese player)
ALLIED VICTORY CONDITIONS:
Survive until Task Force 38 arrives.
OR
Destroy Kurita's force.
Light cruiser Nashville and 75% of TF78/79 transport force must survive.
AXIS VICTORY CONDITIONS:
Destroy Taffy 3 before Turn X (Taffy 2 engages), Taffies 2 & 3 before Turn Y (Taffy 1 engages), or Taffies 1/2/3 before Turn A (Oldendorf's battleship/cruiser force arrives).
OR
Destroy >25% of TF78/79, and destroy light cruiser Nashville.
Everything make sense so far? I'll post the various forces involved once I finish them. (These turn-counts are based on "mathematical modeling" of the battle assuming all Allied forces available converge at flank speed on Taffy 3's distress call, except Halsey's which go at flank from his decision to make "Bull's Run". If you'd like to check my assumptions or offer feedback on them, PM me your addy and I'll email my Excel "notes" spreadsheet.
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Mad Ghost/0331
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90+ turns? wow. sounds like it would be fun, but a long one.
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Diamondback
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Yeah, I'll have to edit it and clean it up later. The point is to force a certain air of desperation on both players--"Sprague" has to hold the line until Oldendorf's battleship reinforcements arrive, while "Kurita" has to quickly make a choice about playing with the Little Guys and trying to vital the transports (and the Supreme Commander with them) before Oldendorf and/or Halsey arrive, or exercise the better part of valor and save his force. Bear in mind, if nobody rolls a 1 or a 6, Halsey stays out playing "tag" with Ozawa...
I need to determine Victory Points for each ship if "Kurita" decides to withdraw off the map too.
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