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Solomon Islands, June 30, 1943, Allied army of 264 units opposed to Japanese army of 182 units for a battle of complexity 1.31 at Battalion(II) level on a 2.5 Km/Hex map for 40 turns of Full Week each. by Samuel Mudd submited on 27-03-2009 Rugged-Defense Playing Statistics
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Operation Cartwheel 1943-44PBEM only 1. Background Operation Cartwheel (1943 - 1944), a major military operation for the Allies in the Pacific, was a twin-axis of advance operation, aimed at militarily neutralizing the major Japanese base at Rabaul. The operation was directed by the Supreme Allied Commander General Douglas MacArthur, whose forces advanced along the northeast coast of New Guinea and Islands North and West of Rabaul, and Admiral Chester W. Nimitz, whose forces advanced through the Solomon Islands towards Bougainville. 2. Scenario Notes Japanese have a consistent Sea Transport Capacity of 80. This consistent ability allows for transfer to any area the Japanese player wishes to better defend or transfer from an area the Japanese player feels the need to retreat. The Allies have 7 separate Offensives consisting of Sea Transport Capacities of 240, which arrive on turn 1 and every 6th turn, or about every month and a half in game terms. Between these major Sea Transport Capacities, the Allies receive a consistent Sea Transport Capacity of 60. The Allies also have 3 Airborne units located at New Guinea and a consistent Air Transport Capacity of 60 per turn, which is able to lift 1 Battalion (one unit) per turn at any time the Allied player wants to attempt an airborne invasion. Use of this should not be done while the Japanese air force is strong. All victory points are located in Japanese control at turn 1. There are a total of 500 VPs, 50 locations, each at a 10 VP level. Supply can be found at VP locations. This means invasions can be found out of supply for several turns if the attempt is through unnamed unsupplied minor ports. If using these ports, plan on being unsupplied initially till an enemy supply point is taken, or your unsupplied status will quickly turn the tables within a few turns. The Japanese are the only side capable of winning the game with an Automatic Victory. This can be accomplished by taking any 1 of 5 Allied Airfield, 3 of which lie on New Guinea, and 2 which lie on Guadalcanal Island. This will keep the allied force from abandoning locations they needed to defend, historically. New Guinea Automatic Victory locations:
Guadalcanal Automatic Victory Locations:
There are NO honor rules. All ships (both sides) can use ports, shallows and passes in any way a player wishes to use them. Theater Recon is 0 (zero) for both sides. For either side this means, prior to any invasion, an island port landing location should be recon'd by the use of ships and or riverine units before committing troops. The scenario has been designed to move riverine units across ocean hexes. There are no reinforcements for either side. This means all units able to transfer turn to turn will be found active from turn one. Japanese Tips: Your game is reactionary. Each island and it's value should be considered on a turn by turn basis as to either strengthen or withdraw forces. The Automatic Victory should only be considered late in the game as all 5 AVP locations are strongly held by Allied forces on turn one. Allied Tips: Each island and its value should be considered prior to and during each of the 7 Offensives. On any one Offensive, too many objectives taken, will result in weak abilities to defend or hold locations. A great bit of help can be found online by researching Operation Cartwheel and how the Allies planned their historic advance. Do not allow yourself to get too thin around any Automatic Victory Point location. My Thanks to Antonio "Fulcrum" for his countless hours of helping playtest this Scenario. |