An Island Too Far

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Trugrit
Posts: 1186
Joined: Mon Jul 14, 2014 12:31 pm
Location: North Carolina

An Island Too Far

Post by Trugrit »

I finally have some time and I’m looking for a game.
I would like one or maybe two opponents for my first PBEM game. I have multiple installs

Operation Cross Wind
A slightly modified DaBabes Guadalcanal Scenario. 240 turns (August 6, 1942 – April 3, 1943)
(Many thanks to Nikademus, Symon and any others)
Per my victory conditions and the special rules listed below.

1 day turns and I’m available most days for multiple turns.
I will play either side - your choice.
I prefer none or very limited house rules and high Realism.
PM me and I will answer all that are interested.
Experts, veterans and new players are welcome.
I will give preference to any player interested in extended map campaign scenarios.

I’m using the current Beta and the DaBabes Extended Map Data without stacking limits.
Also, chemkid’s extended topo map with the borders and hotkey upgrades.
(Note: chemkid’s maps are not required to play)

Cross Wind:
The premise is that Admiral Yamamoto established an emergency supply and fuel depot on
Wake Island prior to the Midway operation. The fuel and a little extra supply are still there
Along with a small garrison. Admiral King believes the exposed forward depot means
The Japanese Navy is over extended and short on fuel in the Central Pacific.
Allied radio traffic intercepts indicate that in many locations Japanese ground forces
Have yet to arrive in force and intelligence confirms that existing defenses are spread out and weak.

As a result, the allied commanders have proposed four optional and very ambitious plans
Which they believe will not only stop the Japanese advance in the Solomon Islands but also
Shorten the war by at least a year; but with a fanatical Japanese Navy on the move,
The gamble may turn out to be an island too far.

Allied victory conditions:
At the scenarios, or immediate game end, the allies must control 2 key bases:
Key Bases are: Lunga and Port Moresby.
Note: The allied first turn bonus move is active and includes the allied carrier TF’s)

Additionally, the allied commander must achieve one of the four options listed below.
Note: I’ve changed the starting size, base fort level and SPS of some of these ports and airfields)

1) Admiral King’s Plan - Bougainville:
On 1 April 1943 the allies must control the 2 key bases above
And must also capture and control Buin and Torokina.
Allies must control all 4 bases at scenario’s end to win.

2) Admiral Halsey’s Plan – A Modified Elkton:
On 1 April 1943 the allies must control the 2 key bases above and must also
Capture and control Munda, Woodlark Island and Kiriwina Island.
Allies must control all 5 bases at scenario’s end to win.

3) Admiral Nimitz’s Plan – Gilbert & Other Islands - A Modified Early Galvanic:
The allies must control the 2 key bases above and must also capture and
Control Nauru Island, Ocean Island, Tarawa and Makin Atolls.
This results in an immediate allied victory.
Allies must control all 6 bases at the same time to win an immediate victory.
Note: Nauru Island, Ocean Island and Tarawa Atoll is allied controlled at game start)

4) General MacArthur’s Plan – New Guinea:
The allies must control the 2 key bases above and must also capture and
Control Milne Bay, Buna, Lea, Finschhafen and Nadzab (Markham Valley)
This results in an immediate allied victory.
Allies must control all 7 bases at the same time to win an immediate victory.
(Note: Milne Bay is allied controlled at game start)

Admiral King has managed to secure a small amount of extra fuel and supply at Tongatapu.
Also, the Combined Chiefs of Staff have agreed to provide some additional political muscle.

However, the allied commander will not be given a blank check for this operation.
(…..The allied commander will be governed by the principle of calculated risk…..)
The allied acceptable warship losses (ships sunk) are listed below.
As the allied commander if you exceed the acceptable losses you will be
Relieved of your command and you will lose the game unless you can first inflict
A greater loss (2 to 1 - ships sunk) on Japanese warships of the same type.
Allied warship loss:
CV - can lose no more than 2.
BB - can lose no more than 3.
CA - can lose no more than 8.
CVL, CVE, CL, CLAA, DD, DMS, SS - can lose no more than 34 of these ships total.

Japanese victory conditions:
Japanese victory has only two prongs. Capture and control the bases to deny the
Allied victory and/or hunt allied warships.
As the Japanese commander you can lose all your warships without penalty.

Special Rules:
1) To gain control of a base it must be held for 6 continuous days.
If the opposing player can recapture the base within the first 6 days of enemy
Capture he retains base control without incurring the 6 day requirement.
Example:
4 days before the scenario ends the Japanese capture Port Moresby.
Because the Japanese cannot hold it for 6 continuous days by game’s
End it is considered to be controlled by the allies for victory purposes.

2) The allies cannot launch an amphibious invasion against Tarawa or Makin Atolls before 1 October.
(Note: This rule does not prohibit the allies from reinforcing Tarawa which is allied controlled at game start)

3) If the allies achieve an immediate victory in New Guinea or the Gilbert Islands the allied commander
Has the option of ending the game at that point, or continuing the game and trying for a Major Victory
By controlling the captured bases until April 1, 1943. If the allied commander decides to try for the
Major Victory the Japanese can still win the game in one of two ways:

1)Sink the required number of allied warships.
2)Recapture and control all the lost bases that caused the allied immediate victory.

4) Any additional requirements will be listed in the allied operations order.

If interested, you might check out this AAR:
No beach No Party! Guadalcanal: Blind Sniper (J) vs. Foliveti (A)
tm.asp?m=3256446&mpage=1&key=beach�
It contains some additional scenario info from Symon that’s applicable.

Links:
For Reference: Dababes Guadalcanal:
https://sites.google.com/site/dababeswi ... uadalcanal
(One of the great things about this scenario is what was added – lots of extra water.)
Extended Map:
https://sites.google.com/site/dababeswi ... tended-map

I’m shamelessly promoting chemkid’s maps because I love beautiful graphics.

chemkid’s Topo Map Thread:
tm.asp?m=3599038
Ref Page 4 post 109 for downloads:
fb.asp?m=3611473

JATM Project:
'Just Another Topo Map'
tm.asp?m=3696410
"A man's got to know his limitations" -Dirty Harry
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Symon
Posts: 1885
Joined: Sat Nov 24, 2012 4:59 pm
Location: De Eye-lands, Mon

RE: An Island Too Far

Post by Symon »

Sorry I'm not responding to the game offer, but I just have to say this.

This is MAGNIFICENT !! The BBSM scenarios (under development) will all come with instruction manuals that include Op Orders for both sides and Victory Conditions very similar to what you are asking for. You have obviously thought this through extremely well and if I had the time, I would play it in a heartbeat.

I would encourage any and all of the true-grogs out there to sign up for this one. It's short, but it's nasty, and requires every bit of attention to every detail. Game balance swings back and forth over time. We'll be looking at Trugrit's post very closely when we do the update for the Guad scen as a BBSM.

Good on you Trugrit !! JWE
Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
User avatar
Trugrit
Posts: 1186
Joined: Mon Jul 14, 2014 12:31 pm
Location: North Carolina

RE: An Island Too Far

Post by Trugrit »

Symon,

Thanks, You do all the really hard work and I’m very grateful.

Maybe a good thing you don’t have time to play me.
For me, the pucker factor would be extremely high.

K
"A man's got to know his limitations" -Dirty Harry
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