Gilbert Islands Scenario

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FieldMarshall Ober
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Gilbert Islands Scenario

Unread post by FieldMarshall Ober » Sat Feb 25, 2017 6:24 pm

Gilbert Islands Scenario

Japan Vs USA - 8 turn game

Objective
The USA must occupy the Japanese base by turn 8. The base is captured when the USA is the lone occupant of the base in the casualty phase of that turn. The US has intuitive on turn one then is rolled as normal for the remaining 7 turns.

Background
Japan occupies an island in the Gilbert Island chain and the US is poised to invade the island. The Japanese commander is somewhat shellshocked and has become paranoid knowing the Americans will eventually invade. He decides to abandon his base and post his troops on the 6 beaches that exist on the island to face the Americans.

Map
Japanese jungles maps F1 & F2. Six 3 hex beaches are located equally around the map edges (1 beach on each of the narrow sides and 2 beaches on each of the long sides. These may be overstacked for the first 2 turns in the match only. If you wish you may use half hexes in gameplay.

Builds
No Planes, No heros, No Paras, One mandatory commander per army only. 5 points on obstacles only for japan. Light mortars have indirect fire.

Japan 100 pts - Can only have one tank (Type 3, Chi-Nu) and one armored car (Type 87 armored car), one SNLF Fanatic, these are mandtory builds.The balance of the 100 pts will be used on soldier units only.

USA 110 pts - Can only have one tank (Sherman M4) and one armored car (Daimler Dingo Armored Car, stolen from the New Zealanders) these are mandatory builds. The balance of the 110 pts will be used on soldier units only.

Deployment
Japan must post one 3 point soldier unit within 2 hexes each of the 6 beaches. Each beach is numbered from 1 - 6 and the balance of the Japanese forces are deployed by dice rolls. A unit is selected, a dice is rolled and the unit is deployed within 2 hexes of the beach number indicated on the dice. This continues until all Japanese forces are deployed. The Japanese Commander and one SNLF Fanatic are deployed in the base located in the center of the 2 jungle maps (they may move on turn one if they wish).
The US forces roll a single dice and deploy all its forces on that 3 hex beach indicated by the dice roll and beach number.

Notes
If you wish to play this with equal points spreads (100/100) then simply ban the use of obstacles by the Japanese. If the Japanese are using obstacles then keep to the (100/110) spread (we have tested this).

This game is dynamic in that it plays completely different each time you play it due to the random dice deployments. We found that the scenario produced a 50/50 win rate for both armies making it balanced and fun to play.

Both commanders have the spotting ability up to range 4.

Questions?
"Maybe there are 5,000, maybe 10,000 Nazi bastards in their concrete foxholes before the Third Army. Now if Ike stops holding Monty's hand and gives me some supplies, I'll go through the Siegfried Line like %*$# through a goose."
~Gen. G.S. Patton

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Locozugmeister
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Re: Gilbert Islands Scenario

Unread post by Locozugmeister » Sat Feb 25, 2017 11:21 pm

:bowty: Sounds fun Herr Ober. I'm going to get KennyJ and Jim to try this with me.
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curtm1911
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Re: Gilbert Islands Scenario

Unread post by curtm1911 » Sat Feb 25, 2017 11:35 pm

Can you use formations in the builds? Expanded Rules & Set II have some interesting formations that can fit 2-3 formations with some fun things included...:D

Would the US Light Mortar also have Indirect Fire as per Loco's houserules or Commanders or just spotters? Are Rangers allowed...:D

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FieldMarshall Ober
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Re: Gilbert Islands Scenario

Unread post by FieldMarshall Ober » Sun Feb 26, 2017 1:27 am

curtm1911 wrote:Can you use formations in the builds? Expanded Rules & Set II have some interesting formations that can fit 2-3 formations with some fun things included...:D

Would the US Light Mortar also have Indirect Fire as per Loco's houserules or Commanders or just spotters? Are Rangers allowed...:D
Formations are always a personal choice, so yes if your opponent is in agreement.
As per the scenario all light mortars in the scenario have ordinary indirect fire (not familiar with Loco's rule)
I forgot that both commanders can spot up to range 4. (will edit that now)
Rangers and SNLF Fanatics are allowed.
"Maybe there are 5,000, maybe 10,000 Nazi bastards in their concrete foxholes before the Third Army. Now if Ike stops holding Monty's hand and gives me some supplies, I'll go through the Siegfried Line like %*$# through a goose."
~Gen. G.S. Patton

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Locozugmeister
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Re: Gilbert Islands Scenario

Unread post by Locozugmeister » Mon Feb 27, 2017 10:23 pm

:bowty: Our groups house rule on spotting.

#3 = Commanders from Nations that do not have Spotters may have spotter’s abilities with a range of 4 hexes. When spotting other command special abilities may not be used.

#3 Light Mortars = Light mortars have the SA "Indirect Fire" up to their range.
Any non-artillery soldier that is adjacent to a light mortar may spot for the light mortar
up to 4 hexes as long as they have a clear line of sight to the target.

#4 Spotters = All Spotters have the SA “Superior Camouflage”.
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