Post by armchair general on Apr 24, 2017 20:34:38 GMT
[NOTE: This is part of the continuing project to rescue as many scenarios from the original Forumini as possible. This was originally posted by Snippersly on December 4, 2009].
Aleutian Island Chain, Alaska
Historical Overview:
www.historynet.com/battle-...tian-islands-recapturing-attu.htm
Operation: Sandcrab
Battle for Attu Island, May 11 to May 30, 1943
Maps: From top to bottom as follows:
F3 map with the number in the LR corner. This ocean/water is the East and represents Massacre Bay.
F1 map with the number in the UL corner. Replace the three mud hexes in the center of the map with Mountain Tiles to represent Cold Mountain.
F2 map with the number in the UL corner. The corner with the number is the North Edge.
Jungle Hexes are now Tundra Hexes
Tundra- No cover for large artillery. Soldiers can enter without penalty and have cover on a roll of 4+. Does not block Line of Sight. The darker green scrub hexes are Tundra, the lighter green hexes are forest/tree hexes.
Mountain Terrain
Vehicles and Soldiers must make a movement roll to enter a mountain hex. Mountain Hexes are double cost for vehicles. LOS is blocked by a Mountain. Vehicles & Soldiers have cover in a Mountain Hex.
Setup:
Japanese Set up Obstacles first and then artillery and soldiers in any hex on Map F1 & F3. Fanatics deploy in any hex on F3.
Castners Cutthroats can begin in any hex, not adjacent to an enemy, on Map F2 or F1, after the obstacles and Japanese forces are deployed.
Northern Force enters on any hex on the North edge of Map F2 on Turn 1 up to two hexes in from the edge.
Southern Force enters on any hex on the South edge of Map F2 on Turn 1 up to two hexes in from the edge.
Turns:
9 Turns
Castner's Cutthroats
[ Unit Information: en.wikipedia.org/wiki/Castner%27s_Cutthroats ]
Alaska Scout X3 (27 Pts) CUSTOM CARD from the one and only Sharpedia!!
Proxy- Use Finnish Infantry for the most realistic looking piece. If unavailable, use Paratroopers or other 5/5 Infantry.
US Army 7th Infantry Division (183 Pts Total)
Northern Force - Lt. Colonel Albert Harti
1st Battalion of the 17th Infantry Regiment
Red Devil Captain (Proxy for Lt. Col. Harti) (7 Pts)
Resourceful Hero (8 Pts)
US Engineer (6 Pts)
M1919 MG X3 (27 Pts)
Untested Recruits X2 (4 Pts)
Hunting Sniper (9 Pts)
M1 Garand X3 (12 Pts)
M8 75mm Pack Howitzer (6 Pts)
Southern Force - Colonel Edward Earle
2nd & 3rd Battalion of the 17th Infantry Regiment & 32nd Field Artillery
Red Devil Captain (Proxy for Col. Earle) (7 Pts)
BAR Gunner X2 (8 Pts)
M1 Garand X2 (8 Pts)
Untested Recruits X2 (4 Pts)
M8 75mm Pack Howitzer (6 Pts)
M2 Mortar X3 (18 Pts)
M101 105mm Howitzer (13 Pts)
CUSTOM CARD!!
Colonel Yasuyo Yamazaki (180 Pts)
Japanese 303rd Independent Infantry Battalion
Type 92 MG X4 (28 Pts)
Honor Bound Hero (7 Pts)
Imperial Sniper X2 (16 Pts)
Arisaka Rifle X4 (12 Pts)
SNLF Captain (Proxy for Col. Yamazaki) (6 Pts)
Type 89 Mortar X3 (27 Pts)
70mm Type 92 Artillery X4 (40 Pts)
Type 95 Ha-Go Tank (8 Pts)
SNLF Fanatics X3 (21 Pts)
Obstacles/Support pieces for Japanese Forces
Headquarters (7 Pts)
Pillboxes X4 (8 Pts)
Special Rules:
All Japanese units, once placed, are "Dug In" and receive a +1 to cover rolls until they move. This +1 is not in addition to any unit in a Pillbox. (The two bonuses do not stack)
On Turn 7 - All Arisaka & Fanatic soldiers will execute an "Banzai Charge" on Turns 7 - 10. If not in range, they will move at every opportunity until they can execute a Banzai Charge.
-Non Artillery Soldier Units can move into an enemy unit's hex and then attack that unit. They get a +1 on each attack die for that attack.
Due to the muddy, thick muskeg tundra US Artillery are -1 speed in Tundra Hexes. If an artillery unit only has a speed of 1, roll a die. On a 1-2 it cannot move. On a 3-6 it can move at speed 1. This applies to movement phase and relocate during the assault phase. This only applies to Tundra hexes.
Spotters for Artillery: Any Commander can spot up to 4 hexes. Hero and Sniper Units can spot out to 8 hexes. They do not suffer from the chatting on the radio SA and can spot and attack in the same phase.
Victory Conditions:
Total Victory: US Army: Push the Japanese Force into the bay and control Attu Island uncontested.
Partial Victory: US Army: Take Cold Mountain and hold it uncontested by Turn 9. Must kil 60% of Japanese force.
Total Victory: Japanese: Stop the Advance of the US Army by killing over 60% of the Allied Force, and holding Cold Mountain uncontested.
Partial Victory: Hold your position at Massacre Bay and kill over 75% of the Allied Forces.
Historical Outcome:
By the evening of May 31, the island was fully in American hands, but at a terrible price for both sides. Out of the Japanese defenders, 2,351 were killed and only 29 were taken prisoner. The American figures were 549 killed, 1,148 wounded and about 2,100 listed as casualties from exposure, trench foot and shock.
Aleutian Island Chain, Alaska
Historical Overview:
www.historynet.com/battle-...tian-islands-recapturing-attu.htm
Operation: Sandcrab
Battle for Attu Island, May 11 to May 30, 1943
Maps: From top to bottom as follows:
F3 map with the number in the LR corner. This ocean/water is the East and represents Massacre Bay.
F1 map with the number in the UL corner. Replace the three mud hexes in the center of the map with Mountain Tiles to represent Cold Mountain.
F2 map with the number in the UL corner. The corner with the number is the North Edge.
Jungle Hexes are now Tundra Hexes
Tundra- No cover for large artillery. Soldiers can enter without penalty and have cover on a roll of 4+. Does not block Line of Sight. The darker green scrub hexes are Tundra, the lighter green hexes are forest/tree hexes.
Mountain Terrain
Vehicles and Soldiers must make a movement roll to enter a mountain hex. Mountain Hexes are double cost for vehicles. LOS is blocked by a Mountain. Vehicles & Soldiers have cover in a Mountain Hex.
Setup:
Japanese Set up Obstacles first and then artillery and soldiers in any hex on Map F1 & F3. Fanatics deploy in any hex on F3.
Castners Cutthroats can begin in any hex, not adjacent to an enemy, on Map F2 or F1, after the obstacles and Japanese forces are deployed.
Northern Force enters on any hex on the North edge of Map F2 on Turn 1 up to two hexes in from the edge.
Southern Force enters on any hex on the South edge of Map F2 on Turn 1 up to two hexes in from the edge.
Turns:
9 Turns
Castner's Cutthroats
[ Unit Information: en.wikipedia.org/wiki/Castner%27s_Cutthroats ]
Alaska Scout X3 (27 Pts) CUSTOM CARD from the one and only Sharpedia!!
Proxy- Use Finnish Infantry for the most realistic looking piece. If unavailable, use Paratroopers or other 5/5 Infantry.
US Army 7th Infantry Division (183 Pts Total)
Northern Force - Lt. Colonel Albert Harti
1st Battalion of the 17th Infantry Regiment
Red Devil Captain (Proxy for Lt. Col. Harti) (7 Pts)
Resourceful Hero (8 Pts)
US Engineer (6 Pts)
M1919 MG X3 (27 Pts)
Untested Recruits X2 (4 Pts)
Hunting Sniper (9 Pts)
M1 Garand X3 (12 Pts)
M8 75mm Pack Howitzer (6 Pts)
Southern Force - Colonel Edward Earle
2nd & 3rd Battalion of the 17th Infantry Regiment & 32nd Field Artillery
Red Devil Captain (Proxy for Col. Earle) (7 Pts)
BAR Gunner X2 (8 Pts)
M1 Garand X2 (8 Pts)
Untested Recruits X2 (4 Pts)
M8 75mm Pack Howitzer (6 Pts)
M2 Mortar X3 (18 Pts)
M101 105mm Howitzer (13 Pts)
CUSTOM CARD!!
Colonel Yasuyo Yamazaki (180 Pts)
Japanese 303rd Independent Infantry Battalion
Type 92 MG X4 (28 Pts)
Honor Bound Hero (7 Pts)
Imperial Sniper X2 (16 Pts)
Arisaka Rifle X4 (12 Pts)
SNLF Captain (Proxy for Col. Yamazaki) (6 Pts)
Type 89 Mortar X3 (27 Pts)
70mm Type 92 Artillery X4 (40 Pts)
Type 95 Ha-Go Tank (8 Pts)
SNLF Fanatics X3 (21 Pts)
Obstacles/Support pieces for Japanese Forces
Headquarters (7 Pts)
Pillboxes X4 (8 Pts)
Special Rules:
All Japanese units, once placed, are "Dug In" and receive a +1 to cover rolls until they move. This +1 is not in addition to any unit in a Pillbox. (The two bonuses do not stack)
On Turn 7 - All Arisaka & Fanatic soldiers will execute an "Banzai Charge" on Turns 7 - 10. If not in range, they will move at every opportunity until they can execute a Banzai Charge.
-Non Artillery Soldier Units can move into an enemy unit's hex and then attack that unit. They get a +1 on each attack die for that attack.
Due to the muddy, thick muskeg tundra US Artillery are -1 speed in Tundra Hexes. If an artillery unit only has a speed of 1, roll a die. On a 1-2 it cannot move. On a 3-6 it can move at speed 1. This applies to movement phase and relocate during the assault phase. This only applies to Tundra hexes.
Spotters for Artillery: Any Commander can spot up to 4 hexes. Hero and Sniper Units can spot out to 8 hexes. They do not suffer from the chatting on the radio SA and can spot and attack in the same phase.
Victory Conditions:
Total Victory: US Army: Push the Japanese Force into the bay and control Attu Island uncontested.
Partial Victory: US Army: Take Cold Mountain and hold it uncontested by Turn 9. Must kil 60% of Japanese force.
Total Victory: Japanese: Stop the Advance of the US Army by killing over 60% of the Allied Force, and holding Cold Mountain uncontested.
Partial Victory: Hold your position at Massacre Bay and kill over 75% of the Allied Forces.
Historical Outcome:
By the evening of May 31, the island was fully in American hands, but at a terrible price for both sides. Out of the Japanese defenders, 2,351 were killed and only 29 were taken prisoner. The American figures were 549 killed, 1,148 wounded and about 2,100 listed as casualties from exposure, trench foot and shock.