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Situation
The Japanese military leadership saw the world in a horrifically scared lens in 1942. A
generation of nationalists and outright racists saw the world through that lens and assumed the
worst of
each adversary. Of the Americans they thought that a democracy was weak and that if they could
bring
the American Fleet to battle that Americans would grow tired and disheartened and would sue for
peace when faced with a defeat and the prospects for a long war. For Yamamoto, he knew it was a
hail
Mary pass, but he also knew that without a forced peace early, the Americans would crush Japan
in
something more than 18 months based on production alone.
Threatening to resign if his plan was not accepted by the war council, Yamamoto convinced them to
back his Midway plan to lure the American Carriers out to be destroyed in an engagement that
would clear the way for the mythical Final Battle that would stop the Americans. All he needed
to do was launch the attack on Midway, let the Americans take the bait.
But like all Japanese plans, this one was Byzantine in complexity. Designed to throw the
Americans off, the Japanese fleet split into multiple groups. One attacking the American Alutian
Islands, another group hanging back as an over the horizon reserve to make a surface attack
after the American carriers had been destroyed and at the center, the mailed fist of the Kido
Butai, the Japanese carrier strike force, which would attack Midway island and occupy it to draw
the Americans out to sea in a Japanese trap.
Unfortunately for Yamamoto, the Americans had read his book. Literally.
The Americans had broken the Japanese code, JN25b, and knew where the attack would take place,
where the Japanese fleets would rondevous and when they would do it. In the best of American
style, like in the Westerns, they knew just how to set a trap and so waited for the Japanese
north-east of Midway, the place least likely for them to be spotted and least likely for the
Japanese to expect.
Early in the morning of June 3rd, 1942. American spotting planes caught sight of the landing
attack force and conducted air strikes which yeilded no resupts, but in the morning, the action
starte in style with the Japanese attacking Midway Island itself. Now that the Americans knew
the Japanese carrier strike force was near, both sides committed search assets to look for the
opposing fleet. The Americans spotted the Japanese first and launched strikes against them which
arrived as the Japanese air groups were being rearmed with naval strike munitions (their search
assets had found the American fleet very shortly afterward.)
Over several strikes the Japanese were devestated, losing three carriers. But were able to attack
and fatally criple one of the American carriers, Yorktown.
Both sides had been blooded, but the Japanese had lost three carriers and in the morning the
fourth, Soryu, had been found and sunk as well.
The tide of the war in the Pacific had turned and from this high-water mark, the Japanese would
never have the resources or naval airpower to take the war to America.
Midway Deluxe lets you replay the historical battle, the what-ifs, the prelude and the aftermath.
Become Jack Fletcher or Chūichi Nagumo and change the course of history
Midway Deluxe Edition includes 560 playing pieces: 280 “long” ship pieces and 280 square ones
representing aircraft, smaller ships and markers needed for play. There are two operational maps
forming a 42x28-inch playing area covering the Hawai’ian islands, Midway and surrounding waters.
Like its sister game South Pacific, Midway Deluxe Edition includes not only the standard, generic
Tactical Map but also a special Tactical Map, this time showing Pearl Harbor with all of the
locations of American warships on the fateful morning of December 7th, 1941.
Buy a copy of Midway
Deluxe Edition and come play it online with this VASSAL module
After Action Report
Operational Scenario 5
Relief of Wake
Played by: Robin Rathbun (Solo)
Optional Rules used:
I set out to test out the Vassal Module and learn how to use it to play the game, not to create a
competitive
scenario. In order to accommodate Solo play, I predetermined what the general plan was for each
side.
The Japanese task forces that started together were to remain together.
The Japanese Carrier task force was to proceed to Wake and attack it by air, while keeping an eye
out for any
American response. They were to remain on station as long as possible, providing air support for
the
invasion, then go to Wotje to refuel when necessary. In keeping with early war search doctrine,
they would
rely mostly on the H6K flying boats from Maloelap and Jaluit to spot the American task forces.
(Additions to
the OOB taken from a discussion on Consimworld posted from Dec 19 to Dec 25, 2022.)
The Japanese task force
would save all its carrier aircraft for strikes and CAP, and use the group's floatplanes (one
step total)
for Air Search, per the Midway Deluxe Special Rules (p. 3).
The Japanese Invasion Force would travel from Kwajalein to Wake and perform an amphibious
assault. The
Invasion Support Force would travel with the Invasion Force, moving ahead of it to provide shore
bombardment
on turn 12, the last night turn before the start of the amphibious assault on the first day turn
of day 3
(turn 13). The group would then remain with the Invasion Force until it finished unloading. (I
plotted the
Japanese Invasion and Support Forces to remain at Wake for the duration of the game, then
changed their
mission to 'Abort' when the Invasion Force was done unloading.)
The auxiliary ships in the Lexington and Saratoga groups were split off from their starting task
forces, with
Tangier and two DDs in one group, and each oiler with two DD escorts in a group.
I followed the actual US plan for the operation. The Lexington task force was to attack Jaluit as
a
diversion. The Saratoga task force was to escort Tangier to Wake, where it would unload if able.
Sara was
also to transfer two steps of Marine Corps F2A fighters to Wake. The Enterprise task force was
to remain
behind and between the other two task forces as a backup if they were pursued by superior
forces.
I did use one deviation from the plotting rules; I allowed the Tangier group to plot one turn in
advance,
rather pre-plot their entire move. I could have pre-plotted and used the 'convoy hold' rules
from Arctic
Convoy, but this seemed easier.
The Narrative:
The first turn weather remains Squall, preventing the Saratoga task force (which starts the
scenario low on
fuel) from refueling. Both sides decide not to risk launching air searches.
The weather on turn two improves to Rain, and the Sara task force heavy cruisers share fuel with
the DDs,
while the oiler refuels the two DDs of the Tangier group. Both sides launch air searches, but
the searches
do not succeed.
On turn 3 the weather deteriorates to Squall again. The Japanese lose two steps of H6K to landing
die rolls.
On turn 4 the weather worsens to Storm and stays bad through turn 6. Both sides proceed toward
Wake, with no
other activity. The weather improves to Squall on turn 7 and Rain on turn 9. The Japanese
carrier group
strikes Wake with two steps each of D3A and B5N, but gets no hits.
The Japanese Invasion Support Force separates from the invasion force and bombards Wake on turn
12. The
Invasion Force begins Wake on turn 13, the first daylight turn of day 3. The Japanese continue
air attacks
on Wake with carrier aircraft and bombers from Kwajalein, but do almost no damage.
The Saratoga task force reaches the vicinity late in the day on day 3 and attacks the transports
unloading at
Wake, sinking two transports and damaging a third. Neither side's air searches find enemy
carriers. Having
been warned by a submarine contact that the Japanese task force includes two carriers, the
Americans decide
to withdraw. Since the island is already under assault, the transfer of Marine Corps fighters is
cancelled
(the F2As are kept in the hangar box) and the Tangier group is given an abort mission back to
Pearl Harbor.
The Lexington task force attacks the airfield at Jaluit, but heavy AA drives them off with the
loss of one
step of dive bombers. Late in the game, as they approach Pearl Harbor, they are contacted on two
separate
turns by Japanese Submarine Flotilla 1. MacDonough is sunk and Indianapolis nearly crippled
(three hull and
two secondary hits).
Enterprise goes to the support of Saratoga, rendezvousing with and refueling from Saratoga's
detached oiler
on the way. The carrier groups approach Wake in loose company (remaining two zones apart) and
reach the
vicinity of Wake the morning of day 6.
Unfortunately for both sides, the weather on day 6 worsened to Squall and remained at Squall or
Storm through
day 7. Eventually, the referee (me) overrode the weather die roll and changed the weather from
Squall to
Rain on turn 40.
On the morning of day 8, the weather was still at Rain. The Japanese carrier group was low on
fuel, so began
heading south toward Wotje to refuel. The Japanese continued their attacks on Wake while still
in range. The
Saratoga group searched for the Japanese, and the remainder of her aircraft attacked the
Japanese ships at
Wake. Enterprise held her air wing, other than one step of fighters on CAP, hoping to strike the
Japanese
carriers.
Saratoga's air search found the Japanese carrier group, but they too far away for the Enterprise
aircraft.
They were seven zones away from Saratoga, beyond the range of both the torpedo bombers and the
fighters.
Sara elected to send her remaining two steps of dive bombers unescorted, hoping to surprise the
Japanese
with aircraft in the Ready box (using the optional rules from Historical Carrier
Operations). The Americans
failed to catch the Japanese with their second strike still on deck but the Japanese CAP failed
to intercept
so the Americans got a free run at the Japanese carriers.
Both steps of SBDs attacked Hiryu. AA was ineffective. The bombers achieved two hits, rolling a
'9' for each
on the Damage Table. Hiryu lost two flight deck boxes and two tertiaries, but was otherwise
unaffected. Had
her second strike (two steps of B5N2) been caught in the Ready box, the two hits would have been
critical
hits and sunk the ship.
The Americans declined to pursue the Japanese carriers as they headed toward Wotje, electing to
continue to
support Wake. Ground combat took out one of the Japanese troop points.
The Japanese transports finally finished unloading around midnight on day 8 (turn 47) and they
aborted to
Kwajalein. The carriers refueled at Wotje on turn 50 and then raced north, hoping to catch the
American
carriers before they could depart. Unfortunately for the Japanese, by the time they were in
range of the
Americans the weather had worsened to Squall again and the Americans slipped away.
At the end of the scenario, the Japanese failed to capture Wake. Due to losses among the
transports they were
only able to unload four of sixteen troop points. They inflicted three hits on the six American
troop points
on Wake, but lost two of their own and at the end of the scenario were outnumbered three to two.
The Americans scored 159 Victory Points, the majority from transports sunk while still loaded.
The Japanese
scored only 52VP, mostly from American aircraft losses.
Notes on the outcome:
The weather was a real handicap in this scenario. Air searches were rarely successful. Both sides
lost more
aircraft to operational causes (landing and takeoff rolls in Rain or Squall) than to enemy
action. Neither
side rolled the dice particularly well. The Japanese air strikes and bombardment did very little
damage to
Wake, and the American submarine patrolling near Wake launched six attacks with zero hits.
If I were to play this one again:
I'd cut the number of Invasion Fire Support (19.51) hits required to six, or allow the Wake
Invasion Support
Force two turns of bombardment before reloading (and allow hits from both turns to count for
rule 19.51).
It's awful tough to get the required 12 hits in one turn with only 16 secondary and 13 tertiary
guns, even
though each hit counts as 2.