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Ryukyu Islands, May 01, 1945, USA army of 439 units opposed to Japan army of 333 units for a battle of complexity 2.36 at Battalion(II) level on a 2.5 Km/Hex map for 136 turns of Full Day each. by Bob Cross submited on 12-12-2003 Rugged-Defense Playing Statistics
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"OPERATION ICEBERG" The Battle of Okinawa Version 1.3 (for CoW version 1.04) UNIT COLORS AMERICANS USA - Red on Olive USMC - Dk. Blue on Olive USAAF - Blue on Olive USMC Air - Black on Dk. Blue USN - Red on Dk. Blue RN - White on Dk. Blue RAN - Maroon on Dk. Blue RNZN - Dk. Blue on Dk. Blue JAPANESE IJN Ships - White on Yellow IJN Air - Yellow on White IJN Marine - Red on Tan IJA - Yellow on Tan IJA Service - Lt. Green on Tan IJAAF - Cream on Dk. Green IJAAF Service - Sky Blue on Tan Okinawan/Boeitai - Cream on Tan Kamikaze - Red on Red The seizure of positions in the Ryukyus was to have been the last step in the Pacific war prior to actual invasion of the Japanese home islands. From bases there, pre-assault aerial bombardment of Japan could be intensified; the invasion forces could be provided with direct land-based air support; and the islands could be used as staging and supply bases. The overall command fell under the operational control of Admiral Raymond Spruance as commander of Task Force 50. Sub-commands fell to Admiral Richmond Turner commanding the Joint Expeditionary Force (TF-51), Vice-Admiral Marc Mitscher commanding the Fast Carrier Force (TF-58), and Lt. General Simon Buckner, Jr., commanding 10th Army. Lt. General Mitsuru Ushijima commanded the Japanese 32nd Army (a Corps-sized unit), with Major-General Isamu Cho as his Chief-of-Staff. Cho was reckless and bold and clashed with Colonel Hiromichi Yahara, the senior operations officer. Cho was the main advocate of the underground defense of Okinawa but was also responsible for the disastrous all-out May offensive, opposed by Yahara. Following extensive aerial and naval bombardment, landings began on March 26th, when the 77th Infantry Division began securing the Kerama Retto. On March 31st artillery was put ashore on Keise Shima, in range of Okinawa. The main landings were made on April 1st. There was little opposition on the beaches, the Japanese having decided to maintain a static defense inland. The III Amphibious Corps secured northern Okinawa by April 18th, while the XXIV Corps drove against the main Japanese defenses, located in the southern part of the island. While that drive was continuing, the 77th Infantry Division, during April 16-21st, secured Ie Shima. In southern Okinawa vicious fighting continued against well-entrenched Japanese who launched local counterattacks and fought stubbornly for every square inch of ground. The 27th Infantry Division was committed on April 18th, and the 77th Infantry Division had to be brought over from Ie Shima later in the month. By mid-May the two marine divisions were moved to the south and the 2nd marine division provided a RCT. Organized resistance was not over until June 21, mopping up not completed until June 30 and the campaign not declared over until July 2. The operation cost the US about 12,500 killed, 36,650 wounded, and 26,200 non-battle casualties. Approximately 110,000 Japanese and Okinawans were killed and 7,400 taken prisoner. The Japanese had reacted strongly with aerial attacks with planes based in Japan and Formosa. Employing Kamikazes, the Japanese sank 36 Allied ships and damaged 368 more. In addition, 763 US aircraft were destroyed. The Japanese lost 4,135 aircraft in combat and 16 ships (including the Superbattleship Yamato). Despite the high cost of the operation, it provided the US with a valuable base for the invasion of Japan. Nevertheless, the high cost spurred the decision to use the atomic weapons in lieu of that invasion. And even the most hard-line of the Japanese could now see that even the most fanatical defense could not stave off defeat. SIGNIFICANT EVENTS This scenario does not have a predetermined end date. Rather, it will continue until the American player has occupied every OBJECTIVE on Okinawa, Ie Shima, and the east coast islands, PLUS all HEXES on Okinawa south of the Shuri borderline. No provision has been made for Japanese recapture of any of those hexes for this purpose. Once the required hex has registered on the news display, its requirement for ending the scenario will be permanently satisfied. There are a total of 97 hexes required. Of course, the VPs associated with those hexes can change hands back and forth, so the American player will want to retain them for victory purposes. The objectives on Kutaka Shima, Kume Shima, Aguni Jima, Iheya Jima and Yoron Jima are optional and not required for scenario ending purposes. When this has been achieved, the scenario will end with a normal victory determination. Historically, this was achieved on June 21 - turn 82. In the event that the American player is unable to achieve this by the date of the cease-fire in the Pacific Theater (August 14th - turn 136), the scenario will then end with an automatic Japanese victory. On turn 7 the Japanese Superbattleship "Yamato" will sortie with its escort on a suicide mission. The American theater recon will pop up to 99% that turn only. It will arrive in about the location where it was historically attacked, behind exclusion zone 1 (which will be removed on that turn). In the unlikely event that the Yamato survives to turn 8, it and its escort will be withdrawn and the Japanese player will receive a "beached" version of the Yamato on the southern end of Okinawa. This will consist of a heavy coast artillery unit, two AAA units, and a personnel unit. The AAA and personnel units will be in garrison mode, released only upon destruction (or disbandment) of the coast artillery unit. However, the Japanese player has a theater option on turn 7 (only) to cancel the beaching of the Yamato and the withdrawal of its escort, should he prefer the naval units to the beached units. If exorcised, the Yamato and its escorting units will all remain on map until destroyed. The beached units will be permanently canceled. This option can still be exorcised even if the Yamato or any other of the escorts are sunk during the American 7th player-turn. Whatever units survive that player-turn will have their withdrawal canceled. Obviously, if all are sunk, the option will have no effect. The Japanese loss intolerance is 10. His losses will only cost 1/10th the normal cost. The American loss intolerance is 150. His losses will cost 50% more than the normal cost. Note that aircraft carriers, lacking an AP strength, do not register in the loss totals. Therefore, I've included VP award events for the destruction of carrier units as follows: CVs = 40 VPs, CVLs = 20 VPs, and CVEs = 30 VPs (three CVEs per unit). Similarly, BBs have awards that range from 10 for the Iowa-class to 3 for the Arkansas. Also, the Japanese player receives 3 VPs each turn that the game lasts. Thus, since the American player will most likely hold all of the on-map VPs at the end, Japanese hopes for victory hinge upon making American conquest of Okinawa as long and costly as possible. American capitol ships don't reconstitute. Nor do American ground-replacement units. All other American units both reconstitute and receive replacements. Japanese naval units do not reconstitute. Nor do any non-guerilla ground units that don't start in the southern end of the island. Such units don't receive replacements either. However, Udo Force units spawn a guerilla unit upon their destruction, which will arrive in the North after a delay. Guerilla units do reconstitute, but do not receive replacements. Ground units starting in the southern part of Okinawa both reconstitute and receive replacements (exception - Specially Established units). Not only do Kamikaze units not reconstitute, they are withdrawn the turn after their arrival. Use them the turn they arrive. Other Japanese air units do reconstitute. American supply levels increase by 5 on turns 5, 10, 15, and 20. Japanese supply levels decrease by 7 on turns 25, 50, and 75. PLAYER'S NOTES American ground replacements are entirely via disbandments, rather than the replacement tracks. This was to make all American ground losses register in the VP column. If the American player is not the PO, the ground replacements will physically arrive on the map (most on the Kerama-Retto but some as the shore party on the Hagushi beaches) and will have to be disbanded by the player himself. If the PO plays the Americans they will be automatically disbanded. Note that, once disbanded, the contents will count against the American VP total (the replacement unit will be counted as a total loss and no credit is given for "on-hand" equipment). So, if you don't have any losses to replace, don't disband them, in case you can meet the scenario ending objectives without them (unlikely). If you do have sufficient losses to absorb the contents, then you may as well disband them, since it is irrelevant for VP purposes whether losses are on the replacement units or the front-line units, and this will strengthen your front-line units. American air replacements come via the tracks and their few naval replacements come as reinforcements. Note that the Army divisions were all variously understrength and arrived without replacement drafts. In contrast, not only were the Marine divisions at full strength, they arrived with about 5,000 replacements on hand. These initially served as the shore party on the Hagushi beaches until they were needed in the divisions. Also note that American ground forces arrive with low readiness levels. They need time to reorganize off of the beaches before being thrown into heavy combat. The same is true for newly arrived air units of both sides. Finally, note that Japanese air units are in reduced readiness & supply states due to prior carrier raids. The American player will need to maintain these raids to keep them in that condition. Left alone, the Japanese may build up to air superiority. Note that airfields may be attacked even if no air units are visible. The Japanese losses don't count for much, so their replacements come via the tracks (exception - air replacements). Japanese "on hand" ground-unit stocks are based upon conversion of unmodeled units to replacements. Japanese ground-unit track replacements are based upon both conscription of Okinawans and also on much higher than normal rehabilitation of Japanese wounded. They literally fought until they were killed. Note that all irregular squads represent Boeitai. Japanese ground replacements are halved by the loss of each of Shuri, Naha, and Yaeju-Dake. Thus, the loss of two of the above will quarter the replacement rate, and the loss of all three will drop it to 1/8th. Sea transport in TOAW can be ridiculously abused, so I've gone to a lot of trouble to minimize the need for it. Wherever possible, I've made it so that invasion landings such as Love-Day and Ie Shima don't require it. And minor landings, such as occurred in a few places in the southern zone are usually handled with shallow water and amphibious units. Players need to be aware that their amphibious units can enter shallow water. Both sides have a few. Nevertheless, the American player does receive enough sea transport for about 1/3 of a division (2500) following the historical date of the fall of Ie Shima (turn 25). This drops to 1250 on turn 45, and finally drops to 500 on turn 62. So, after turn 24, he will then be able to invade the Minatogawa beaches, if he desires. But note that there are no supply points on those beaches. Lack of capacity for re-supply was one reason no such landings historically took place there. But there is a supply point in Naha if he can reach that hex. Also, note that there are American supply points on all the islands of the Okinawa Gunto. There are no hidden Japanese supply points. Other than Yontan, Kadena, and Ie fields, there are no functional Japanese airfields on the islands. Such fields as existed have been depicted as temporarily knocked out of action. Exceptions are on Yaku Shima and Tanaga Shima in the Osumi Gunto (northeast corner of the map). The Japanese may still make temporary use of these fields. Permanent basing there is unadvised, since they have no supply points. The other fields are restored to this condition on turn 54. Also, note that all Kamikaze units consist entirely of planes with high anti-naval values. They obviously will be most effectively used against naval targets. Note that those Kamikaze plane-types were purposely selected to model Kamikaze characteristics and are not the actual historical plane-types used in those units. The attrition divider is 50. Also, naval surface formations have supply proficiencies 1/4 of normal. This is to make naval bombardment of Japanese ground units less rewarding and more time-consuming. Furthermore, the American force proficiency is only 60 and the Japanese force proficiency is even lower at 40. Players should not expect a lot of multiple attack phases. All this is to discourage artillery-heavy preliminary attacks since the Japanese had little vulnerability to bombardment. Rather, players are advised to launch full attacks at the start of the turn, lest the opportunity be lost due to the turn ending early. Similarly, the low Japanese level will make it likely that Kamikaze units will only get to be used in one attack. DESIGNER'S NOTES Why are there 90,000 hexes when most of the ground fighting will concentrate on about 50? It's because the Okinawa campaign was as much about the battle between the USN and the Kamikazes as it was about the fight for the Shuri Line. The US fleet must be free to sail off to raid Kyushu (as it did several times, historically) and then come back to support the ground forces. And the best chances for Japanese victory lie with the Kamikazes, not the ground forces. In fact, their whole strategy was to use the ground forces as bait to fix the US fleet in place so the Kamikazes could decimate it. Part of their rational for the Yamato sortie was that it would draw off the US carriers to allow the Kamikazes to get through to the landing forces. All of this required that the sea battle area be modeled. But note that most of the Ryukyus beyond the Okinawa Gunto are shown for informational purposes only. Note that battleship unit proficiencies do not represent crew skill. Rather I've used them to represent armament and armor rating differences between ships. So the Yamato has the full 100 proficiency rating and it drops proportionately to get each other ship class in proper proportion to the Yamato. Note that capitol ship names (CVs, CVLs, and BBs) are historical. Only ships that actually participated are modeled. Their arrival dates are historical. As of version 1.2, cruiser names are now historical as well. I've not modeled individual ship withdrawals, since almost all were due to enemy action. However, the British Pacific Fleet (TF-57) is withdrawn on turn 60 as per its historical re-assignment. Japanese unit proficiencies tend to be very high, with many 100 rated units. These ratings also do not represent the skill of their personnel. The Japanese were proficient, but not more so than the Americans. Rather they represent Japanese fanatical willingness to sacrifice their lives as per the Bushido code. At this the Japanese exceeded all others. Kamikazes are also rated 100 to reflect the fact that they were literally cruise missiles. In contrast, normal Japanese air-unit proficiencies are very low due to their historical shortage of trained pilots at this stage of the war. Note that US Army divisions' recon troops have been folded into the armor battalions, and division tank-destroyer battalions have been folded into the infantry regiments. The Japanese 320mm spigot mortars have been modeled with 19th-century heavy siege mortars. While powerful, they were inaccurate and short ranged, and had little military effectiveness. Scenario design by Bob Cross |