Before I detail the initial action of the campaign, I will cover some of the rules contained within the book (see previous post).
There are 6 bi-weekly turns with an optional turn 0 being the Force Z sortie. I have opted to include turn 0, which as it turns out, is a useful introduction into the campaign mechanism. Anybody aware of the initial moves by Japan will understand that this is a very one-sided affair. The ABDA (America, Britain, Dutch and Australia) navies were hopelessly outgunned at this stage of the war. The allies have no hope of defeating the Japanese outright, but they do have a chance of winning the campaign by amassing victory points.
The central core of this is disrupting Japanese invasion and resupply fleets. This potentially prevents Japan achieving its historical objectives.
Each turn is broken down into a number of phases:
1. General Intelligence
2. Japanese Theatre Events
3. Allied/ABDA Theatre Events
4. Weather Forecast
5. Japanese Command Decisions
6. Allied/ABDA Intelligence
7. Allied/ABDA Command Decisions
8. Japanese Intelligence
9. Engagements
a. Weather determination and time of day
b. Engagements resolution (resolved in order as below)
i Roll for ship availability
ii Resolve Carrier Group vs. Carrier Group attacks
iii Resolve Carrier Group vs. Surface attacks
iv Resolve Land Based Air attacks
v Resolve Japanese Patrol vs. Allied/ABDA Sweeps
vi Resolve Allied/ABDA Sweeps vs. Japanese Convoys
vii Resolve IJN Carrier Group follow-up attacks vs. disabled Allied/ABDA surface groups
viii Resolve Land Based Air follow-up attacks vs. disabled Allied/ABDA surface groups
10. Repair, Bookkeeping and Victory Determination
The book provides details of orders of battle for each turn and the events section follows historical and optional a-historical deployments. I will cover the above in more detail as the campaign progresses.
A note regarding the air element of the campaign. Originally, I intended to play any air actions using the main rules in GQ3. However, on re-reading those rules I came across the campaign air rules which I had not paid any attention to in the past. These are a simplified set of rules and allows for a speedier play-through providing more time for the naval aspect. To avoid getting too bogged down, for most air actions I intend to use this version of the rules, but may occasionally revert to the full set as the mood takes me. I may even use Bag the Hun for air-to-air combat if I get really inspired!
Continued -
Turning to the campaign, I will go through the process as above.
TURN O (8th-15th December 1941)
1. General Intelligence
8th December – Japanese troops invaded Hong Kong, Thailand, Malaya & Philippines. That news was received by Admiral Tom Phillips in Singapore about the same time he received the news that Pearl Harbour had been attacked and 8 U.S. battleships had been sunk or disabled. Force Z, consisting of Prince of Wales, Repulse, Electra, Express, HMAS Vampire and Tenedos sailed from Singapore at 1710.
2. Japanese Theatre Events
Japanese air force raid Singapore airfields. This removes any possibility of 453 squadron coordinating with Force Z.
3. Allied/ABDA Theatre Events
None. This means HMS Tenedos will be detached from Force Z
4. Weather Forecast
+2 added to dice rolls when testing for weather at time of engagements. Basically, it means that the weather has worsened.
5. Japanese Command Decisions.
i. Western Attack Force (WAF) sorties a Patrol to Khota Bharu (Malaya)
ii WAF sorties a convoy to Khota Bharu
Both of these are obligatory.
6. Allied/ABDA Intelligence
None
7. Allied/ABDA Command Decisions
Force Z sortie a sweep from Singapore against the WAF
This is obligatory.
Planned Moves |
8. Japanese Intelligence
11th Air Fleet reports contact! A reconnaissance plane has spotted and now shadowing Force Z. This provides a bonus for any aircraft or ship patrols attempting to contact/detect Force Z.
9. Engagements.
The first applicable phase is iv - Land Based Air (LBA) attacks.
The Japanese 22nd Air Flotilla of the 11th Air Fleet successfully makes contact with Force Z. The full bomber force is available with only the escorting fighters having to test for availability:
Yamada Kokutai - 3 Zero fighter flights (out of 8)
Bihoro Kokutai - 12 'Nell' bomber flights. (6 with torpedoes, 6 with heavy bombs)
Genzan Kokutai - 9 'Nell' bomber flights (3 with torps, 6 with heavy bombs)
Kanoya Kokutai - 9 'Betty' bomber flights (all with torps).
Force Z. On left is HMAS Vampire (a V class destroyer), central column from front, Electra (E class destroyer), Prince of Wales, Repulse. On right Express (E class destroyer). |
The priority target for the Japanese, HMS Prince of Wales. |
An interesting - and seemingly fortuitous - beginning to the campaign!
ReplyDeleteit certainly was fortuitous AP. Despite poor dice rolls by the IJN and good rolls by the RN, I did wonder about the rules on this and will take into account in future actions.
DeleteGood news for the Allied side. Splendid report.
ReplyDeleteMany thanks Pancerni
DeleteVery interesting to read the description of stage one of your campaign. Looking forward to additional posts.
ReplyDeleteMany thanks TWR.
DeleteThat was a bit flukey, or at least I assume the Brits were luckier than expected on the dice rolls. I think the Japs will be demanding a re-run when they have their aircraft painted as it's well known that the dice gods care about presentation.
ReplyDeleteI think you may have a point there Rob. Lol
DeleteA fine beginning to the campaign Jon and the British certainly dodged a bullet or two, or rather torpedoes and bombs! Looking forward to seeing how this all unfolds:).
ReplyDeleteMany thanks Steve.
DeleteGreat start to the campaign! Now hurry up with those airplanes ;)
ReplyDeleteV/R,
Jack
Many thanks Jack. I had better crack on with those planes!
Delete