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Lt. S.Kafloc
01-05-2016, 14:48
Mission 11: Sink the Carrier

Historical background:

After the 4 June mid-morning U.S. Navy attacks on the Japanese carrier force, only the Hiryu remained operational. Shortly before 1100 she launched eighteen dive bombers, escorted by six fighters, to strike a retaliatory blow. At about noon, as these planes approached USS Yorktown (CV-5), the most exposed of the three American aircraft carriers, they were intercepted by the U.S. combat air patrol, which shot down most of the bombers. Seven, however, survived to attack, hitting Yorktown with three bombs and stopping her.

While Yorktown's crew worked to repair damage and get their ship underway, a second force left Hiryu, this one consisting of ten torpedo planes and six fighters. Though the U.S. carrier was moving again by 1430, and even launched more fighters, the Japanese aircraft penetrated heavy air and gunfire opposition to hit Yorktown with two torpedoes, opening a huge hole on her midships port side. The stricken ship again went dead in the water and took on a severe list. Concerned that she was about to roll over, her Captain ordered his crew to abandon ship.

http://www.wingsofwar.org/forums/attachment.php?attachmentid=89397&d=1368010193

It's your job to defend it as an US player versus an Japanese bomber attack or, as an Japanese 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 Japanese side/player:

2 Val dive bombers
2 Mitsubishi Zero fighters
All to be placed in any formation at one side of the gaming mat - heading for the carrier

versus

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

Alternative: 1 Val , 2 Zeros vs. 2 Wildcats, 1 carrier and 1 reinforcement Wildcat

Winning conditions for the Japanese side: Damage the USS Yorktown and return with 50 % of your planes

Setup or the US side/player:

2 Grumman Wildcats at their side of the map
1 Carrier target in the middle of the map two rulers away from your side (without AA fire)
1 Wildcat – as reinforcement at your side of the map, when the Japanese bombers are a half ruler away from the first ship

versus

2 Val dive bombers two rulers away from their side in any formation - heading for the ships
2 Mitsubishi Zero fighters two rulers away from their side in any formation - heading for the ships

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

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

Planes:

Japan: Mitsubishi Zero fighter planes, Val dive bombers

US Navy: Wildcat F4F-3 & Wildcat F4F-4 & Wildcat FM-1


http://www.wingsofwar.org/forums/attachment.php?attachmentid=89395&d=1368010193


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 planes start at level 4 (with four attitude pegs). Normaly climbing is forbidden.
You can't get lower then level 1 (with one attitude peg) The Japanese player controls the bombers himself. The Japanese bombers for US players are AI controlled & fly directly to their target ship and hit automatically.
Each bomber has one bomb.

The USS Yorktown 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 Japanese players game the USS Yorktown has AA capacities! The USS Yorktown 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 Japanese plane in range doesn't need to throw two dices). The USS Yorktown will shoot at the attacking bombers first. If no bomber is in range the ship shoots at all other Japanese planes in range. Fire is simultaneously to the plane’s fire phase.

For Japanese bombers/ dive 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.

http://www.wingsofwar.org/forums/attachment.php?attachmentid=89398&d=1368010366

AI behavior:

For the Japanese side: Enemy Wildcats 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 Wildcats don’t withdraw and fight until all bombers are shot down or retreat.

For the US side: All AI bombers will attack the carrier. 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.

Coral Sea Rules:




If Lexington was not sunk or Lexington suffered only minor damage then add 1 US plane.
If Yorktown was sunk then reduce US aircraft by 1. Rename US Carrier to Hornet or Enterprise.
If Shokaku and/or Zuikaku were not sunk or heavily damaged then add 1 Japanese plane per carrier.

OldGuy59
01-06-2016, 00:26
Hmmm... Adaptations to the European Theatre?

Stumptonian
01-06-2016, 19:44
This one looks really interesting, too!
You might be dragging me toward what some have referred to as "the dark side" sooner than I has anticipated ...
;)

Blackronin
01-07-2016, 01:27
Excellent!