Post by armchair general on Jun 29, 2019 21:15:14 GMT
Gilbert Islands Scenario
by Ober
Japan Vs USA - 8 turn game
Objective
The USA must occupy the Japanese base by turn 8. The base is captured when the USA is the lone occupant of the base in the casualty phase of that turn. The US has initiative on Turn one. After that, initiative is rolled as normal for the remaining 7 turns.
Background
Japan occupies an island in the Gilbert Island chain, and the US is poised to invade the island. The Japanese commander is somewhat shell-shocked and has become paranoid knowing the Americans will eventually invade. He decides to abandon his base and post his troops on the 6 beaches that exist on the island to face the Americans.
Map
Japanese jungles maps F1 & F2 (the maps on the Flip-side of the North Africa Map Pack maps). Six 3-hex beaches are located equally around the map edges (1 beach on each of the narrow sides and 2 beaches on each of the long sides). These may be overstacked with units for the first 2 turns in the match only. If you wish, you may use half hexes in gameplay.
Special Rule
(1) Light mortars have indirect fire.
(2) Both commanders have the spotting ability up to range 4.
Builds
Japan 100 pts
USA 110 pts
Deployment
Japan must post one 3 point soldier unit within 2 hexes of each of the 6 beaches. Each beach is numbered from 1 - 6 and the balance of the Japanese forces are deployed by dice rolls. A unit is selected, a dice is rolled and the unit is deployed within 2 hexes of the beach number indicated on the dice. This continues until all Japanese forces are deployed. The Japanese Commander and one SNLF Fanatic are deployed in the base located in the center of the 2 jungle maps (they may move on turn one if they wish).
The US forces roll a single dice and deploy all its forces on that 3 hex beach indicated by the dice roll and beach number.
Notes
If you wish to play this with equal points spreads (100 pts. vs 100 pts.), then simply ban the use of obstacles by the Japanese. If the Japanese are using obstacles, then keep to the (100/110) spread (we have tested this).
This game is dynamic in that it plays completely different each time you play it due to the random dice deployments. We found that the scenario produced a 50/50 win rate for both armies making it balanced and fun to play.
by Ober
Japan Vs USA - 8 turn game
Objective
The USA must occupy the Japanese base by turn 8. The base is captured when the USA is the lone occupant of the base in the casualty phase of that turn. The US has initiative on Turn one. After that, initiative is rolled as normal for the remaining 7 turns.
Background
Japan occupies an island in the Gilbert Island chain, and the US is poised to invade the island. The Japanese commander is somewhat shell-shocked and has become paranoid knowing the Americans will eventually invade. He decides to abandon his base and post his troops on the 6 beaches that exist on the island to face the Americans.
Map
Japanese jungles maps F1 & F2 (the maps on the Flip-side of the North Africa Map Pack maps). Six 3-hex beaches are located equally around the map edges (1 beach on each of the narrow sides and 2 beaches on each of the long sides). These may be overstacked with units for the first 2 turns in the match only. If you wish, you may use half hexes in gameplay.
Special Rule
(1) Light mortars have indirect fire.
(2) Both commanders have the spotting ability up to range 4.
Builds
- No Planes
- No Heroes
- No Paras
- Each army must have a commander. Only one is allowed per army.
- 5 points on obstacles only for japan.
Japan 100 pts
- Can only have one tank (Type 3 or Chi-Nu)
- Only one armored car (Type 87 armored car)
- Only one SNLF Fanatic
- 5 points spent on obstacles
- The balance of the 100 pts will be used on soldier units only.
USA 110 pts
- Must have one tank (Sherman M4). No more tanks can be used.
- Must have one armored car (Daimler Dingo Armored Car, stolen from the New Zealanders). No more armored cars can be used.
- The balance of the 110 pts will be used on soldier units only.
Deployment
Japan must post one 3 point soldier unit within 2 hexes of each of the 6 beaches. Each beach is numbered from 1 - 6 and the balance of the Japanese forces are deployed by dice rolls. A unit is selected, a dice is rolled and the unit is deployed within 2 hexes of the beach number indicated on the dice. This continues until all Japanese forces are deployed. The Japanese Commander and one SNLF Fanatic are deployed in the base located in the center of the 2 jungle maps (they may move on turn one if they wish).
The US forces roll a single dice and deploy all its forces on that 3 hex beach indicated by the dice roll and beach number.
Notes
If you wish to play this with equal points spreads (100 pts. vs 100 pts.), then simply ban the use of obstacles by the Japanese. If the Japanese are using obstacles, then keep to the (100/110) spread (we have tested this).
This game is dynamic in that it plays completely different each time you play it due to the random dice deployments. We found that the scenario produced a 50/50 win rate for both armies making it balanced and fun to play.