Ares Games
Results 1 to 9 of 9

Thread: Scenario 5: Akagi Down! (An attack with fighters and Dauntless bombers on the Akagi)

  1. #1

    Lightbulb Scenario 5: Akagi Down! (An attack with fighters and Dauntless bombers on the Akagi)

    Scenario 5: Akagi Down!




    Historical Background:

    The Battle of Midway is widely regarded as the most important naval battle of the Pacific Campaign of World War II. Between 4 and 7 June 1942, only six months after Japan's attack on Pearl Harbor, and one month after the Battle of the Coral Sea, the United States Navy decisively defeated an Imperial Japanese Navy (IJN) attack against Midway Atoll, inflicting irreparable damage on the Japanese fleet.




    From Wiki:

    Attacks on the Japanese fleet
    The Americans had already launched their carrier aircraft against the Japanese. Admiral Fletcher, in overall command aboard Yorktown, and benefiting from PBY sighting reports from the early morning, ordered Spruance to launch against the Japanese as soon as was practical, while initially holding Yorktown in reserve should there be any other Japanese carriers discovered. (Fletcher's directions to Spruance were relayed via Nimitz who, unlike Yamamoto, had remained ashore.)

    Spruance judged that, though the range was extreme, a strike could succeed and gave the order "Launch the attack" at around 06:00. He then left Halsey's Chief of Staff, Captain Miles Browning, to work out the details and oversee the launch, which did not go smoothly. It took until a few minutes after 07:00 before the first plane was able to depart Spruance's carriers, Enterprise and Hornet. Fletcher, upon completing his own scouting flights, followed suit at 08:00 from Yorktown.

    Admiral Fletcher,Yorktown's commanding officer, along with Captain Elliott Buckmaster and their staffs had acquired first-hand experience in organizing and launching a full strike against an enemy force in the Coral Sea, but there was no time to pass these lessons on to Enterprise and Hornet which were tasked with launching the first strike. Spruance gave at this point his second crucial command, "Proceed to target"—not to fritter away precious minutes, waiting for the strike force to assemble fully, but to proceed to the target as quickly as possible, since neutralizing enemy carriers was the key to the survival of his own task force. Spruance judged that the need to throw something at the enemy as soon as feasible was greater than the need for a coordinated attack among the different types of aircraft (fighters, bombers, and torpedo planes). Accordingly, American squadrons were launched piecemeal and proceeded to the target in several different groups. The lack of coordination was expected to diminish the overall impact of the American attacks as well as increasing their casualties. However, Spruance calculated that this risk was worth it, since keeping the Japanese under aerial attack hampered their ability to launch a counterstrike (Japanese tactics preferred fully constituted attacks), and he gambled that he could find Nagumo with his flight decks at their most vulnerable.

    American carrier aircraft had difficulty locating the target, despite the positions they had been given. The strike from Hornet, led by Commander Stanhope C. Ring, followed an incorrect heading of 263 degrees rather than the 240 heading indicated by the contact report. As a result, Air Group Eight's dive bombers missed the Japanese carriers. Torpedo Squadron 8 (VT-8, from Hornet), led by Lieutenant Commander John C. Waldron, broke formation from Ring and followed the correct heading. However, the 10 F4Fs from Hornet had run out of fuel and had to ditch in the ocean. Waldron's squadron sighted the enemy carriers and began attacking at 09:20, followed by Torpedo Squadron 6 (VT-6, from Enterprise) whose Wildcat fighter escorts also ran low on fuel and had to turn back at 09:40. Without fighter escort, all fifteen TBD Devastators of VT-8 were shot down without being able to inflict any damage. VT-6 lost 10 of their 14 Devastators, and 10 of Yorktown's VT-3's. Twelve Devastators were shot down with no hits to show for their effort, thanks in part to the abysmal performance of their Mark 13 torpedoes. Senior Navy and Bureau of Ordnance officers never questioned why half a dozen torpedoes, released so close to the Japanese carriers, produced no results. The Japanese combat air patrol, flying Mitsubishi A6M2 Zeros made short work of the unescorted, slow, under-armed TBDs. A few TBDs managed to get within a few ship-lengths range of their targets before dropping their torpedoes—close enough to be able to strafe the enemy ships and force the Japanese carriers to make sharp evasive maneuvers.

    The American torpedo attacks indirectly achieved three important results. First, they kept the Japanese carriers off balance and unable to prepare and launch their own counterstrike. Second, they pulled the Japanese combat air patrol (CAP) out of position. Third, many of the Zeros ran low on ammunition and fuel. The appearance of a third torpedo plane attack from the southeast by Torpedo Squadron 3 (VT-3 from Yorktown) at 10:00 very quickly drew the majority of the Japanese CAP to the southeast quadrant of the fleet. Better discipline and employment of all the Zeroes aboard might have enabled Nagumo to survive.

    By chance, at the same time VT-3 was sighted by the Japanese, three squadrons of American SBDs from Enterprise and Yorktown (VB-6, VS-6 and VB-3, respectively) were approaching from the northeast and southwest. They were running low on fuel because of the time spent looking for the enemy. However, squadron commander C. Wade McClusky, Jr. decided to continue the search and by good fortune spotted the wake of the Japanese destroyer Arashi. The destroyer was steaming at full speed to rejoin Nagumo's carriers after having unsuccessfully depth-charged the U.S. submarine Nautilus, which had earlier unsuccessfully attacked the battleship Kirishima. Some bombers were lost from fuel exhaustion before the attack commenced.

    McClusky's decision to continue the search and his judgment, in the opinion of Admiral Chester Nimitz, "decided the fate of our carrier task force and our forces at Midway…” The American dive-bombers arrived at the perfect time to attack. Armed Japanese strike aircraft filled the hangar decks, fuel hoses snaked across the decks as refueling operations were hastily completed, and the repeated change of ordnance meant bombs and torpedoes were stacked around the hangars, rather than stowed safely in the magazines, making the Japanese carriers extraordinarily vulnerable.

    Enterprise's air group split up and attacked two targets. Beginning at 10:22, McClusky and his men scored hits on Kaga, while to the north Akagi was attacked four minutes later by three bombers, led by Lieutenant Commander Richard Halsey Best. Yorktown's VB-3, commanded by Max Leslie, went for Sōryū, scoring hits. Simultaneously, VT-3 targeted Hiryū, which was hemmed in among Sōryū, Kaga, and Akagi, but achieved no hits. The dive-bombers left Sōryū and Kaga ablaze within six minutes. Akagi was hit by just one bomb (dropped by Lieutenant Commander Best), which penetrated to the upper hangar deck and exploded among the armed and fueled aircraft there. One bomb exploded underwater very close astern; the resulting geyser bent the flight deck upward and also caused crucial rudder damage. Sōryū took three bombs in her hangar deck, Kaga at least four, possibly five. All three carriers were out of action and were eventually abandoned and scuttled.

    Mission Briefing:

    The IJN Carrier AKAGI is the Flagship of the attacking Japanese forces.




    It's your job to defend it as a Japanese player versus an US bomber attack or, as an US player, to fly an attack versus the ship and try to damage it.

    Setup:

    Use a gaming area with width and length like two Nexus gaming mats.

    Setup for the US side:
    2 Dauntless (or Avenger) dive bombers
    2 Grumman Wildcat fighters
    All to be placed in any formation at one side of the gaming mat - heading for the carrier

    versus

    3 Mitsubishi Zeros - two rulers away from their side in any formation
    1 Carrier target in the middle of the map two rulers away from Japanese side (with AA fire)
    1 Mitsubishi Zero – as reinforcement at their side of the map, when the US bombers are a half ruler away from the carrier

    Alternative: 1 Dauntless, 2 Wildcats vs. 2 Zeros, 1 carrier and 1 reinforcement Zero

    Winning conditions for the US side: Damage the Akagi and return with 50 % of your planes

    Setup or the Japanese side:
    2 Mitsubishi Zeros at their side of the map (starting at level 3 - see special rules)
    1 Carrier target in the middle of the map two rulers away from your side (without AA fire)
    1 Mitsubishi Zero – as reinforcement at your side of the map, when the US bombers are a half ruler away from the first ship (starting at level 3 - see special rules)

    versus

    2 Dauntless (or Avenger) dive bombers two rulers away from their side in any formation - heading for the ships
    2 Grumman Wildcat fighters two rulers away from their side in any formation - heading for the ships

    Alternative: 2 Zeros, 1 carrier vs. 1 Dauntless, 2 Wildcats

    If you don’t have US Dive bombers, use Wildcats or P40s or a B25.

    Winning conditions for the Japanese side: Shoot them all down.

    Planes:

    Japan: Mitsubishi Zero fighter planes

    US Navy: Wildcat F4F-3 & Wildcat F4F-4 & Wildcat FM-1, Douglas SBD Dauntless dive bomber
    USAAF: Curtiss P40 Warhawk, Nort American B25

    Special Rules:

    Bomber movement:
    Only with slow maneuvers as long as they have the bomb load on board. Emergency release of the bomb is possible.

    Altitude:
    Simple altitude rules are included to simulate the dive bomb attack. You are only allowed to reduce the altitude. Once you reached a lower level – you stay there for the rest of the mission. You are only allowed to fly dive maneuvers ore dive bomber maneuvers. (No Split-S or climb maneuvers) An Immelmann has no influence on the altitude. As soon as one bomber change the altitude, the enemy Japanese planes will dive too, to get the bombers.
    All US planes start at level 4 (with four attitude pegs), but not the Japanese. They get a historical disadvantage and have to start at level 3 and need to climb as soon as possible to level 4. Normaly climbing is forbidden. But this is an exception from the rule.
    You can't get lower then level 1 (with one attitude peg) The US player controls the bombers himself. The US bombers for Japanese players are AI controlled & fly directly to their target ship and hit automatically.
    Each bomber has one bomb.

    The CV Akagi has a very effective AA capacity.

    At a half ruler distance from any point of the ship use a D6 to determine the damage received by the CV AA fire. Depending on the flight level the fire is more dangerous.

    Only for the US players game the Akagi has AA capacities! The Akagi shoots at a half ruler distance (measured from every point of the ship) at one or two targets at the same time. But you are only allowed to throw one dice for one plane (for example a single US plane in range doesn't need to throw two dices). The Akagi will shoot at the attacking bombers first. If no bomber is in range the ship shoots at all other Allied planes in range. Fire is simultaneously to the plane’s fire phase.

    For dive bombers/bombers:

    Use a dice (D6) to determine if the plane hit or not.
    Level 4 = 1 - 3 one B damage 3 - 5 one A damage
    Level 3 = 1 - 2 one D damage 3 - 5 one B damage
    Level 2 = 1 - 3 one D damage 4 - 5 one B damage

    For fighters:

    Use a dice (D6) to determine if the plane hit or not.
    Level 4 = result 1 one A damage
    Level 3 = result 1 one B damage 2-3 one A damage
    Level 2 = result 1 one D damage 2 one B damage 3-5 one A damage

    If the ship is hit by a bomb, the AA-fire stops immediately. The ship is hit if any parts of it are covered by the bomb card.

    Dive bombers become a + 1 bonus for the dice roll after a dive bomb maneuver but additional: rear gunners are not allowed to shoot after a dive bomb maneuver.

    AI behavior:

    For the US side: Enemy Zeroes try to shot down the bombers first, but won’t scarify themselves for fighters on their six. So they attack the escort fighters when they get 5 damage point or more. The AI controlled Zeros don’t withdraw and fight until all bombers are shot down or retreat.
    For the Japanese side: All AI bombers will attack the nearest ship. After the bombing the AI bombers try to escape as soon and quick as possible and the escort fighters will protect them till the end. AI bombers hit automatically if they are in range, according to the rules, of course. AI dive bombers have to execute a minimum of one dive maneuver before releasing the bombs.




    So this is mission number 5.

    !!Please read carefully before starting the mission. There are differences in setup, goals and rules (for example AA fire) fo each side!!

    Please ask me if something is not clear. I try to explain or change it.
    Last edited by Marechallannes; 06-08-2013 at 01:06.

  2. #2

    Default

    OMG mission 5????

    And I still have to play mission 4!!!!

    Marco

  3. #3

    Default

    I'll not start the mission before April, Marco.

    I wonder if it's not complicated with all the special rules, but if you managed the Attack Transport Fleet mission, this would be no problem.

    The last mission will be very similar to this one. But then the IJN have to attack the USS Yorktown.

  4. #4

    Default

    Great Sven there will be time to change history (if my aces will survive to the next mission)!!!

    Marco

  5. #5

    Default

    I think I'll send in a veteran with escort mission experience:

    Lt. Kenneth Bowman (veteran) Evasion
    with his Grumman F4F-3 Wildcat (Black 13)

    Lt.JG. Barry Gulliver
    with a Grumman F4F-4

    and a pair of Douglas SBD "Dauntless" Dive bombers.


  6. #6

    Default

    Mission accomplished...

    My advice for an US player: TRY TO HIT THAT CARRIER WITH THE FIRST BOMB!


  7. #7

    Default

    Quote Originally Posted by Marechallannes View Post
    Mission accomplished...

    My advice for an US player: TRY TO HIT THAT CARRIER WITH THE FIRST BOMB!

    But I am a Jap player and will defend it 'til the end for the glory of the Emperor!!! BANZAI!!!!!!

    Marco

  8. #8

    Default

    First you need to claim air superiority over Midway...



  9. #9

    Default

    OK, first of the big ones. Now to try out those torpedo rules....oh yeah. bring it on Yankee's. You're going down.



Similar Missions

  1. WGSF Official Douglas SBD Dauntless painting thread
    By pflanzer in forum Painting Showcase
    Replies: 57
    Last Post: 07-08-2023, 05:39
  2. WGFE: Fighters, Attack and Training Aircraft 1914-19
    By Baldrick62 in forum Book Reviews
    Replies: 1
    Last Post: 06-20-2013, 00:34
  3. SBD-3 Dauntless of VB-6 & VS-8
    By Dark Horse in forum 1/144 Scale Dawn of War
    Replies: 4
    Last Post: 01-11-2013, 18:03
  4. Douglas SBD Dauntless 1/200
    By Marechallannes in forum Metal and Resin Models
    Replies: 7
    Last Post: 09-18-2012, 09:17
  5. Mission 6: Ground Attack!
    By Wolfbiter in forum WGF: After Action Reports
    Replies: 11
    Last Post: 10-22-2010, 16:40

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •