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Tarawa - a TOAW experiment

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Tarawa - a TOAW experiment Page: [1]
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Tarawa - a TOAW experiment - 1/24/2009 1:23:40 PM   
Erik Nygaard

 

Posts: 566
Joined: 11/2/2000
From: Oslo, Norway
Status: offline
The experimental part being that Betio Island is tiny so the hex size is set to 250m, weapon ranges have been adjusted not neccessarily to max ranges but to suit their use in the scenario. It should be available from GamesSquad now and Rugged Defence soon.
Here's the briefing:

Bloody Tarawa

On November 20th 1943 the US 2nd Marine Division launched the first of America’s fledgling amphibious assaults doctrine. The object was the island Betio in the Tarawa atoll held by elite troops of the Japanese Special Navel Landing Force. Their commander Admiral Shibasaki boasted that “the Americans could not take Tarawa with a million men in a thousand years” In one of the most brutal battles of World War II the fighting on the tiny island fortress lasted for three days and left 6000 men dead.

For more details on the battle, please see the Wikipedia article at the end of this document.

Scenario by Erik Nygaard, developed with Marc Custer
Version: 1.3


Date: November 20th 1943
Location: Betio island in the Tarawa atoll at the Gilbert Islands
Ground Scale: 250m
Time Scale: 6 hour turns
Unit Scale: Platoon
Length: 32 turns
MRPB: 2
Attrition Divider: 30

Unit Colours:
US Marines: Green
US Navy: Blue
Japanese: Tan

Note on start date:
The scenario starts on November 19th, this to allow the US player’s Naval assets to bombard any spotted Japanese strongpoints. Also the Japanese player may redeploy units during the night before the actual invasion.

Note on scale:
This scenario stretches the 2.5km map to a 250m map. Support weapon have had their ranges adjusted, but not necessarily to their max range. Instead they have been given ranges based on their use, ie platoon MGs and mortars have a range of 2-3 hexes to force them to be support (mostly) only their own formation.

Note on unit icons:
Many unit icons have been altered to allow MGs and tanks etc to act as ranged units.

Note on US air/naval support:
All air units are set on interdiction in garrison mode so the US player has no direct influence over the air formations. Betio island is so small that any major use of pin-point attack in support of ground units would be impossible to perform without the risk of hitting friendly forces. The same goes for the Navy fire support groups, the cruisers and battleships are in garrison mode wich allow them to support friendly units, but no be massed on specific attacks. The US player has full control of the destroyers, historically they went close to the shore and provided vital support.

House rules seaborne:
All seaborne units must stop next to the reef/surf (modified marsh terrain) for 1 turn before invading even if the coast is friendly. This to allow the Japanese coastal batteries one turn of shelling while the Marines are in deep water. Exclusion zones at the reef are lifted on specific turns, these are used mainly to help the PO follow this house rule.
All formations must land at their designated beaches, reserve and support formations may land on any beach. This is noted on the starting map locations.

Allied Theater Options:
The US player receives a number of TOs with a 10 point victory penalty wich will release various battalions from the reserve.

Japanese support gun units:
A number of these units exist in duplicate forms, ie one AA or artillery unit paired with one coastal battery unit. This is so that the Japanese guns may be used to shell the invading Marines when they are in deep water or on the reef (marsh with modified port symbol). The AA/artillery formation is in garrison mode to prevent the Japanese player from using the duplicate formations as separate formations. The movable gun units are released around turn-15, this trigger an event that withdraw the coastal duplicate units.

Japanese Victory Points:
The Japanese start with a +33VPs bonus, this to balance the game so that it VP-wise will end in a draw on the historical end of the battle. From turn 18 the Japanese get an additional 2-11VPs pr turn, this means the Japanese may get an overwhelming victory if they hold out until the last turn 32. The game will end automatically when the US Marines capture the easternmost objective.

Sources:

Utmost Savagery – The Three Days Of Tarawa (Alexander 1995)
Tarawa 1943 – The Turning Of The Tide (Wright 2000)
One Square Mile Of Hell – The Battle For Tarawa (Wukovits 2006)
Bloody Tarawa (Hammel & Lane 1998)
Betio Island (John Tiller’s Campaign Series - Maxis)

Comments,suggestions and corrections to
erik.nygaard@nrk.no

Post #: 1
RE: Tarawa - a TOAW experiment - 1/24/2009 2:09:44 PM   
Silvanski


Posts: 2188
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
Nice job, I'm looking forward to try it out

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TOAW Retrofit Dude

(in reply to Erik Nygaard)
Post #: 2
RE: Tarawa - a TOAW experiment - 1/24/2009 8:24:10 PM   
sPzAbt653


Posts: 2780
Joined: 5/3/2007
From: east coast, usa
Status: online
I'm not much for the Pacific War, but I love a good invasion! I'm up to turn 10 and it's quite fun. I didn't know where or when the American supply points would show up, so I spent a few turns worrying as my units began to dwindle into the red. But then one arrived at the Central Pier and another at the Burns-Philp Warf, so we got our bullets and monkey meat! I like the air and naval assets in garrison mode, I don't have to waste time determining what to do with them and assigning them missions, they work on their own.




Attachment (1)

(in reply to Erik Nygaard)
Post #: 3
RE: Tarawa - a TOAW experiment - 1/25/2009 1:03:33 AM   
faust10

 

Posts: 7
Joined: 12/6/2008
Status: offline
i downloaded your scenario, its cool ive been playing it in hotseat to check it all..i really like the maching gun feature for support and everything else, its great :D

(in reply to Erik Nygaard)
Post #: 4
RE: Tarawa - a TOAW experiment - 1/25/2009 1:17:34 AM   
Silvanski


Posts: 2188
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
I started as the Japanese vs Elmer... pheww we sure get hammered by the US Navy's preparatory artillery bombardement


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TOAW Retrofit Dude

(in reply to faust10)
Post #: 5
RE: Tarawa - a TOAW experiment - 1/25/2009 11:53:36 AM   
Erik Nygaard

 

Posts: 566
Joined: 11/2/2000
From: Oslo, Norway
Status: offline
Glad you guys have fun playing this.
The playbalance is still a bit undecided, there's a thin line between the Marines having a relatively easy match and an impossible job getting an overwhelming victory.
The extra Japanese VP events from turn-18 is the tool to adjust the balance.
Please report back your findings.
Thanks
Erik

(in reply to Silvanski)
Post #: 6
RE: Tarawa - a TOAW experiment - 5/3/2009 2:26:38 PM   
rocketboy

 

Posts: 40
Joined: 2/20/2007
Status: offline
Hi Erik

I downloaded your scenario and started it. However, I seem to be unable to move my troops and the "Board Ship" option is greyed out. Maybe I'm missing something, but don't know what.

(in reply to Erik Nygaard)
Post #: 7
RE: Tarawa - a TOAW experiment - 5/4/2009 1:39:43 PM   
Erik Nygaard

 

Posts: 566
Joined: 11/2/2000
From: Oslo, Norway
Status: offline
The first 4-5 turns are for US bombardments. You will get your seatransport the next morning.
I think it is mentioned in the briefing.

(in reply to rocketboy)
Post #: 8
RE: Tarawa - a TOAW experiment - 5/4/2009 3:56:18 PM   
rocketboy

 

Posts: 40
Joined: 2/20/2007
Status: offline
I see that now, although it doesn't state the exact turn. Didn't pay enough attention to the fact that turns are only 6 hours.

< Message edited by rocketboy -- 5/4/2009 4:32:40 PM >

(in reply to Erik Nygaard)
Post #: 9
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