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November 7, 2012 at 2:32 am #6182David RosnerMember
The Japanese plan: Kill Marines
Attached is an the annotated map that I sent to the Marine players beforehand to show the Marines what they would be able to see of our set up. Matt, Jim and I each bought a variety of Gun types to handle what ever type vehicles the Marines would throw at us. Attached is a picture of Matt and Jim with the map, set up complete and serenely waiting battle and eventual enshirement at the Yaksukuni Shrine.
Also attached are the three Marine set up trays – one for each BLT. Imagine them floating in the lagoon waiting to storm ashore. Each slot contained a company or platoon. The LVTs and leaders were separated by type.
On RB1, I bought a 120 AA, 75 AA, 3x37L, 2×12.7AA. On the beak, I bought 3 BP, mostly _-4-6 PB and some _-3-5PB. I did not buy trenches on the cove side of the beak (to prevent cover for the Marines coming over the seawall). I did put trenches on the Green Beach side of the beak. I placed all positions on the beak under Wire, no Wire on the beach since Wire on the beach tends to get removed by LVTs and tanks. I wanted the Marine advance inland slowed moving and to force the Marines to clear each position by fire rather than risking CC while on Wire. I put a 75 AA, and a large number of .50 and HMG on the Green side of the beak..
I spread the Guns and MG around the cove. I pointed the PB, MG and one 37L on the first three hexes of the beak forward. I had two tetrahedrons in front of the beak with 2AT mine factors each. The idea was to discourage the Marines from coming around to the Green side of the beak. I also sealed off the base of the beak with Wire. I had a 120 AA on Green beach facing north behind the seal off Wire to back up the defenses on that side.
At the base of the beak I had PB, trenches, the command bunker, including 2 .50MG, 1 37L, MMGs, 1 12.7AA; and at the far end of the Cove, the 120 AA and a 37L.
I wanted to stop any Marine advance down the beach on the beak as well as prevent an end around the nose of the beak. Force the Marines into the Red Beach side of the beak, which is the easiest place for the Marines to land, and continue to pound them at range. The Marines would have come over the seawall and onto the wire, move across the beak and face the firepower on that side.
Jim and Matt place tetrahedrons close to the pier and lots of Wire around the base of the pier. They also had lots of 12.7 AA at the base of the pier. They had 37L AT and 75 AA and 76L AA long the rest of their beaches for any Marine landings that avoided the pier (which is what happened). Matt also had a 120 AA down the eastern end of RB3.
We also had numerous Guns on Black beach including about 4 75 and 76L AA. I also had a 75AA on Green Beach away from the cove. We had a couple of 140 Guns on the Black Beaches pointing inland.
Matt's bombardmen basically missed but did destroy my 120 AA on Green. And set fire to two buildings.
Matt came in a wedge. Moved away from the beak early and came on in mass. Attached is a photo of the end of Marine Player Turn 1. 2 LVTs are destroyed (one burning) and three are Immob. Also note the two 5/8″ acq, markers on the Green side of the point of the beak. Those are from the 8″ Guns. I had two observers in the tower near them. I Area acq.ed that hex to further discourage an end around. Matt got a HS with a 60 mtr ashore on Turn 1.
On my player turn 1, I destroyed destroyed or Immob. the leading edge of the LVT wedge. Matt began shooting back with Immob. LVTs to good effect. I had a fair number of Immob. results from my 37L shots which turned them into fire platforms if they weren't abandoned. I moved a couple of .50 MG from their PB on Green beach into the Trench in the same hex so that they could shoot at RB 1.
The Marines got airsupport on Turn 1. We damaged one with Heavy AA fire (all those 75 and 76L AA Guns came in good use). The other two gacked their TC and went home.
On Turn 2, Matt turned into the beach on the west side of the cove. I opened fire with the 75 AA and a stack with the .50 MG and a 9-1 from Green Beach across the beak. I kept shooting with everything else I had had. The 12.7 AA Guns did well against the waders. I lost the crew of my 75 AA Gun on RB1 and Matt reduced and broke the crew of the 12.7AA where Matt's Marine's came ashore.
On our turn 2, I just kept shooting. The Marines got air support. We shot down one of the planes with Heavy AA! The other two attacked. The best attack killed my 9-1 on Green Beach with the .50 MGs and reduced the crews. I got some more shots with that stack before Matt drilled it with from RB1 and killed the crews. I also disabled one of my 37L along the cove. I began to methodically destroy the Immob. LVTs that were still shooting.
The Marine firepower was just beginning to take a serious toll with the crews on Green and the squads in the PB on the beak getting reduced.
At the end of turn 2, I advanced units onto the abandoned 12.7AA and 75AA. The positions on the west side of the cove where the Marines landed were reduced but still manned. I also advanced units onto the unmanned .50 MG on Green beach. My plan was to continue to gun the LVTs still in motion (about 3-4 still coming in) and blast the Marines on the beach. I had only lost one Gun permanently at that point and none of the Marines were coming over the wall any time soon. However, the Marines had Mr. 10-3 Hawkins wading in and others loaded in the remaining mobile LVTs. The Marine sniper had whacked about 4 of my leaders and striped a few crews but mostly away from the fighting.
Attached is a photo at the end of my Prep Fire on Turn 2. The Marines are ashore in three hexes. The Marines are cocooned by wrecked/Immob. LVTs.
I would have loved to have played another turn or turn to see how things worked out. The Marines did not get around the beak or advance much down it when we stopped. I had lost some units but all but one of the Guns were still in action or would be on turn 3. But the Marines had a lot of firepower ashore or coming ashore. My units were just beginning to melt away. I had units that could keep coming up and man positions and Guns to keep shooting but it would have been a battle of attrition that the Japanese just couldn't win given the Marine firepower.
All in all a lot of fun to play and to set up. Many thanks to the participants and organizers.
I can't seem to figure how to post photos.
Eric
July 10, 2012 at 12:08 am #6177David RosnerMemberThanks Jim and Eric. Had a GREAT time, but if isn't wasn't for the great turn out…it would have been range time without the friends. Thanks to everyone that brought their weapons for use to use. I had a great time.
April 20, 2012 at 2:36 pm #6168David RosnerMemberThanks Scott, I fugured there might be some interest in doing a club shoot. You also bring up a good point.
You don't have to own a firearm to participate.
I own a few firearms myself and will gladly let people use them, (.233, .45ACP, and .22 long rifle) but just like Scott mentioned please bring ammo or a monitary donation to help defer the ammo cost.
Also, other things to bring water, snacks, eye protection and ear protection. I will be bringing extra foam ear protect (which can be found at Home depot or Lowe's) for the those that forget.
Could someone cross post this thread to the mail group?
Thanks Mike
August 23, 2011 at 5:44 pm #6139David RosnerMemberSo here is a follow up question: If the armored HTs are in the same hex and firing at an aircraft in AA mode , can this done?
per 7.55 MANDATORY FG: If Good Order units/weapons in the same Location are going to fire at the same target (i.e., at both the same Location and the same unit and the same “simultaneous†[8.1] MF/MP expenditure;
see D3.5) during the same phase they must form a FG [EXC: Fire Lane; 9.22]; they may not attack separately except with ordnance/FT/DC or the subsequent shots of multiple ROF weapons (9.2).August 23, 2011 at 3:24 pm #6138David RosnerMemberThanks Scott, I'll read those rules passages.
Mike
January 31, 2011 at 9:16 pm #6087David RosnerMemberKevin,
You can also find the Map Bundle at the The Gamer's Armory
[link]http://www.gamersarmory.com/catalog/product_info.php?products_id=1067[/link]
December 13, 2010 at 7:30 pm #6068David RosnerMemberClumsy Thief!
July 27, 2010 at 6:36 pm #6013David RosnerMemberGreat Vid Blair! Thanks for doing such a fine job.
June 22, 2010 at 11:36 pm #5975David RosnerMemberI just wanted to welcome you to the the forum. I can't make it to San Diego, as I live in Ventura County. As for my signature those are the map boards I need.
June 17, 2010 at 4:46 pm #5973David RosnerMemberWelcome Aboard Thomas!
May 8, 2010 at 1:14 am #5963David RosnerMemberI downloaded the maps from VASL map Bazaar and placed into my map folder, but when I go to choose one of them to start a scernio, they are not on the the pull down menu.
February 11, 2010 at 11:03 pm #5947David RosnerMemberASL Board update:
I only need 3 more boards to have a complete set.
I want to thank Fred, as he has been kind enought to sell me boards 25 and 26 and I got boards 44, and 45 from Doomed Battalions.
So if anyone has extra copies of boards 46, 47, 52 they want to sell…. I'll take em off yours hands.
Thanks Mike
January 22, 2010 at 12:55 am #5934David RosnerMemberThanks Honus
January 22, 2010 at 12:49 am #5930David RosnerMemberThere were two Russian squads held up in a building which was blocking the advancing Germans in “War of the Rats” (SK1ASL). Probably not the most resourceful way of using two DC's but that's the way it played out!
Those Russians died for the Motherland but the rest of their comrades held the German advance and were victorious!
January 21, 2010 at 1:07 am #5903David RosnerMemberI have an account, but it still didn't work for me.
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