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Scenario: Battle of Savo Island

 
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Dragonman505

 

Joined: 24 Dec 2007

Posts: 18



Post subject: Scenario: Battle of Savo Island Reply with quote
This is a scenario that I wrote for a game with an old Navy Friend. We played it once. I played pretty smoothly.


Battle Map: Use two set of maps with the edges cut off. They should be arranged so that you wind with a map 15 sectors long by 9 sectors wide with the "F" row of sectors barely overlapping as with the regular sized map.

Island cards are placed thus; #1 Island is 6A in sector I-15 representing San Cristobol, #2 Island is 5A in sector G-13 rep. Malaita, #3 Island is 2B and 1B in I-9 and I-10 respectively rep. Guadalcanal, #4 Island 4A w/east end in E-9 rep. Santa Isabel, #5 Island 3B in H-5 rep. New Georgia, #6 Island 6A in C-4 rep. Choisol, #7 Island  3B rep. Savo Island, #8 Island 2B in D-1 rep. the southeast end of Bouganville.

Fleets; Japan - CAs X5, Cls X2, DD X1, all deployed in the deployment area north of Bouganville. Three or more ships may be in one sector for deployment only (not during play).

Allies; Force A -  DDs X2 west of Savo Island, Force B DD x1 between San Cristobol and Malaita, Force C DD X1 between Choisul and New Georgia, Force D CAs X 3 (HMAS Canberra, HMAS Australia, USS Chicago) and DDs X 2 in sectors adjacent to and west of Guadalcanal, Force E CAs X3 (USS Vincennes, USS Astoria, USS Quincy) and DDs X2 adjacent to and south of Santa Isabel, Force F CAs X2 (USS San Juan and HMAS Hobart) and DDs X2 adjacent to and east of Malaita, Force G consisting of O'Briens X5 adjacent to Savo Island.

Special Rules; 1. No aircraft in the scenario, 2. No Subs in the scenario, 3. For the first 2 turns the Japanese ships must move north of Choisul, 4. The transports cannot start moving until turn 4, 5. All combatant ships  must be from 1942 or earlier w/the exception that 2 US DDs must have radar representing the north and south radar picket DDs.

Winning for the Japanese; The Japanese player wins a marginal victory if he sinks 3 transports by turn 10, a substantive victory if he sinks 4 transports by turn 10 and an overwhelming victory if he sinks all 5 transports by turn 10.

Winning for the Allies; The Allies win a marginal victory if 3 transports survive to turn 10, win a substantive victory if 4 transports survive until turn 10 and an overwhelming victory if all 5 transports survive until turn 10. There are no other victory condition, e.g. no points for sinking enemy combatant ships.

The game was a close one. Many of the Allied and Japanese combatants were sunk but none of the transports. The Allied player massed his combatants between the advancing Japanese ships and the transports and both sides fought hard.

Play it and let me know how it needs to be tweaked.


                                   Respectfully,
                                  Dragonman505
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The only valid test is combat, the only valid result is victory!
PostFri Sep 25, 2009 6:50 pm
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Dragonman505

 

Joined: 24 Dec 2007

Posts: 18



Post subject: Reply with quote
Hello All, I meant to post a photo of the map. The bold arrow shows north.[img]http://groups.yahoo.com/group/gamersofaugusta/photos/album/1638789838/pic/list;jsessionid=1589d51EFFA3A723391DF275BF3D61FB.[/img]
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The only valid test is combat, the only valid result is victory!
PostFri Sep 25, 2009 7:10 pm
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Dragonman505

 

Joined: 24 Dec 2007

Posts: 18



Post subject: Reply with quote
Hello All, I meant to post a photo of the map. The bold arrow shows north.  [img] http://groups.yahoo.com/group/gam...1EFFA3A723391DF275BF3D61FB.[/img]
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The only valid test is combat, the only valid result is victory!
PostFri Sep 25, 2009 7:11 pm
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