:: Home :: FAQ :: Search :: Memberlist :: Usergroups :: Join! (free) :: Profile :: Log in to check your private messages :: Log in ::
Taffy 3--BIG scenario with historical "what-if?"

 
Post new topic   Reply to topic    Axis & Allies ForuMINI Forum Index -> WAS Scenarios & Houserules
View previous topic :: View next topic  
Author Message
Diamondback

.
 
Caesar Americanus II Munchkin Wrangler

AHF Silver-Rated Trader

Joined: 22 Dec 2007

Posts: 2967




Post subject: Taffy 3--BIG scenario with historical "what-if?" Reply with quote
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.
_________________
<><><><><><><><><><><><><><><>
Frickin' cookie crap...

IJNCVLF: 'Cuz my Avengers wanna bust more'n just BB's...
PostThu Apr 24, 2008 4:51 am
View user's profile Send private message
Mad Ghost/0331

 
Silver-Rated Trader

Joined: 28 Dec 2007

Posts: 1888




Post subject: Reply with quote
90+ turns? wow. sounds like it would be fun, but a long one.
_________________


An appeal to fear never finds an echo in German hearts.
Otto von Bismarck

http://riversidegaming.myfastforum.org/forum3.php
PostThu Apr 24, 2008 11:28 am
View user's profile Send private message
Diamondback

.
 
Caesar Americanus II Munchkin Wrangler

AHF Silver-Rated Trader

Joined: 22 Dec 2007

Posts: 2967




Post subject: Reply with quote
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.
_________________
<><><><><><><><><><><><><><><>
Frickin' cookie crap...

IJNCVLF: 'Cuz my Avengers wanna bust more'n just BB's...
PostThu Apr 24, 2008 5:49 pm
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Axis & Allies ForuMINI Forum Index -> WAS Scenarios & Houserules All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Donations are used for Forumini Olympics awards (donations admin: Aquarius)
Announcements
HERE'S YOUR CHANCE TO OWN USS NEW YORK!
Editor's Choice
Forumini Gallery
Friends
Official WoTC site
Richard Baker's Blog
Le Forum de A&ANM
Riverside Gaming
Locations of visitors to this page
Top posters
packertim 13359
RAEVSKI 6808
Okie 6666
The_lucky_Y 6599
Duck Crusader 5706
swarbs 5373
DaJudge 4761


Card File  Gallery  Forum Archive
Theme by: :: Cosmic Distortion ::
Powered by phpBB © 2001 phpBB Group