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Thread: AAR: Midway Rising: Mission 5: Akagai Down.

  1. #1

    Default AAR: Midway Rising: Mission 5: Akagai Down.

    Midway Rising: Mission 5: Akagai Down.

    The flight from the Yorktown would stretch the fuel capacity of the different planes to their fullest extent. The SBD-3’s could only carry a single 500lb bomb otherwise the flight would be impossible. To help matters the F4F-3 would carry 2 100lb bombs.
    With the IJN carrier Akagi identified the 3 groups of aircraft maintained position with each other. Having spotted the carrier in the distance the TBD’s headed for the wave tops whilst the wildcats escorted the SBD’s from height.

    Attachment 96977

    Dauntless planes at the top of the picture, wildcats in the centre and the Devastators at the bottom. (numbered discs mark height of aircraft for the card aircraft).

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    The Akagi

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    The cap heading back towards the carrier: Watari Handa, Jiro Horikoshi and the rookie Rikihei Inoguchi. (top to bottom)
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    Attachment 96980

    The race is on.

    Attachment 96983
    The Akagi 5” AA opens fire and scores a hit (Long Range: Special Damage A to hit= 1 hit draw C damage chit for damage 3) and the damage is applied to the wildcat.
    Attachment 96982


    Attachment 96984

    The devastators drop their torpedo’s. Hedging their bets they drop one red dot up (near)and the other black dot up (far).

    Attachment 96985

    The cap is nearly back at the carrier

    Attachment 96987

    The starboard 5” AA opens up again and scores a hit. (5)

    Attachment 96988

    The Devastators break left and swing away from the Akagi as the torpedo’s race on. Akagi manages to launch a single zero piloted by Masaichi Kondō.

    Attachment 96989
    within 1/2 ruler length the 5” AA is no use so the 2 starboard triple 25mm batteries open fire at short and long range (Short Range=2+ damage A chit: both batteries miss).
    Attachment 96990
    The 5” engage the rear TBD but miss the shot (a recurring theme throughout).
    The CAP zero’s exchange fire with the 2 wildcats just about honours even. (5,0 to 5,0)
    Attachment 96991

    Attachment 96992

    Kondo is clear of the carrier as the bow AA and a 5” AA open up at the approaching dive bombers (another poor show as they all miss).

    Attachment 96993

    The port AA opens up at the lead wildcat (5 damage) as the torpedo’s strike.

    Attachment 96994
    The red dot up torpedo land smack bang in the middle of the carrier and explodes doing 60 Hull Points of damage. The second torpedo lands black dot up and continues past the carrier. (this would only be done if there was another target on the far side of the carrier shown here moving past for reference only).
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    Attachment 96996

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    Attachment 96997
    The F4F-3 drops 2 x 100lb bombs over the carrier but they just miss, hitting the near miss zone (light area surrounding ship=half damage) onto the bomb deck. These cause 10 Hull Points of damage (100lbx2=200lb/10=20/2=10 HP). Note the clear bomb card for easy observation of hit area.
    Attachment 96998
    Handa now takes on a SBD-3,
    Attachment 96999
    the AA fire from the carrier is getting better (3).
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    Attachment 97001
    Horikoshi & Inoguchi both engage the same Dive Bomber,
    Attachment 97002
    the rear gunner gets off a blast at Handa and smoke starts to pour out of his engine.
    Attachment 97003

    Attachment 97004
    I dabbled with extra damage (Initial Torpedo damage/3) from the torpedo breach to be taken after every movement card. Hence the added damage of 20x3 breach Hull Point damages. The Akagi has 11 Hull points left at this stage.
    Attachment 97005

    Inoguchi attacks the dive bomber again and misses with a wild turning shot forgetting his deflection gunnery training (0,0,0), whilst the rear gunner fires at Horikoshi (1,2).
    Attachment 97006

    Handa gets balsted by the rear gunner but using his superior evasion skills dodges the deadly burst with ease.

    Attachment 97007

    Handa and Inoguchi attack the rear dive bomber and blast it out of the air (2,0,6+2,EXP,6) but too late to stop its 500lb bomb being dropped on the carrier (followed shortly after by the dive bomber itself!) As the lead bomber has dropped his egg too. (covered in damage chits you’ll be surprised at how much damage it has taken!)
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    Attachment 97008
    The final blow 2 x 500lb bombs direct onto the flight deck and a wildcat too! Each bomb (250lb+ draw a special damage card). 2x500lb=1000lb/10=100 Hull Points plus a wildcat! If the ship was stil afloat the 2 special damage cards would have been:
    1. Bridge; Ship cannot change speed or bearing for remainder of game.
    2. Disaster; Bomb explodes in the bowels of the ship blowing out its keel. Abandon Ship.
    Attachment 97009

    The Butchers Bill:

    Attachment 97011
    Watari Handa: 8 damage. Landed on the Kaga.
    Jiro Horikoshi : No damage. Landed on Kaga.
    Rikihei Inoguchi: 3 damage. Landed on Kaga
    Masaichi Kondō: No damage landed on Kaga.
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    Attachment 97012
    F4F-3: 5 damage (veteran pilot ignores damage). Returns to Yorktown.
    F4F-3: 13 damage (veteran pilot ignores 5). Successful bomb strike on Akagi. Returned to Yorktown.
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    Attachment 97013
    Red dot Dauntless: 6 damage! (12 misses!). bomb hit Akagi. Returned to Yorktown.
    Yellow dot Dauntless: 26 damage. Pilot wounded. (veteran pilot ignores 6). Explosion crashed onto Akagi deck crew KIA.
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    Attachment 97014
    Yellow dot Devastator: 0 damage. Unsuccessful torpedo strike Akagi. Returned to Yorktown.
    Red dot Devastator: 0 damage. Successful torpedo strike Akagi. Returned to Yorktown.
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    Summary:
    1. Change damage on SBD-3 and TBD cards.
    2. Stop using residual torpedo breach damage. Excessive.
    3. New AA worked well but not deadly (not a game stopper).
    4. Stick to the mission. The take off from Akagi did not work as it took too long to get into an attack position.
    5. For Yorktown might add a single destroyer screen to see if multiple ships work.
    6. Use new damage cards for Yorktown (didn’t have them done when I played this). So might leave residual damage in but limit to 3 movement cards and reduce to ¼ damage.
    Last edited by Lt. S.Kafloc; 10-28-2013 at 06:27.

  2. #2

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    Great attack, Neil.

    As well as I didn't understand your ship management, 100%.

    The number of zero C-damages for the red dot Dauntles is incredible. Lucky crew!

  3. #3

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    On the new damage record card there is no picture just a lot more numbers. Sorting out the move sequence and damage was a little hard but I think I've got it.

    A. Roll for plane movement.
    B. Move planes.
    C. Drop torpedo or bomb.
    D. Long Range AA fire.
    E. Short range AA fire.
    F. Aircraft fire.
    G. Remove casualties.


    Quote Originally Posted by Marechallannes View Post
    Great attack, Neil.

    As well as I didn't understand your ship management, 100%.

    The number of zero C-damages for the red dot Dauntles is incredible. Lucky crew!

  4. #4

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    Attachment 97200
    (moved to file section)
    This is the damage record card for the Shokaku Carrier Class. Around the outside starting top left is the change bearing/torpedo strike template. Following on are a selection of special damage cards. The bottom row of boxes on the main card, red/grey symbols are the special damage areas. Above the picture is the Hull Point record track. Weapons are divided by type/location and long/short range. The first part of the to hit e.g. SD:A means you draw an A damage chit if it corresponds to what is required (either special damage or 2+ for example) then draw the required chit indicated in the circle after the arrow. Then apply damage. Sounds more complicated than it is.
    Last edited by Lt. S.Kafloc; 10-28-2013 at 06:29.

  5. #5

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    Attachment 97201
    (both moved to file section)

    Here is the Shokaku table card showing weapon arcs which correspond with the damage record card. The bearing template is placed under the template (black arrow should indicate the mid-point of the card but will be placed on newer cards) lined up with the midship arrow. You then turn the ship 1 bearing angle, in this case to post, for starboard just place the template on the other side.

    Attachment 97202
    A close up of the template. If a torpedo strikes the ship at any angle in the red then it doesn't detonate (torpedo's had to strike at an angle greater than 30 degrees)
    Last edited by Lt. S.Kafloc; 10-28-2013 at 06:29.

  6. #6

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    Are these rules 100% self developed? ...or was there an isnspiartion from another wargame?

  7. #7

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    About 75% self developed and 25% from an old set of rules by TTG, the only thing I have 'purloined', borrowed really is the torpedo card. Took it from the file section. I took the basic idea from an old table top wargames set of rules for coastal warfare. But as they have a lot of charts and dice rolling which I didn't want and my trials have took me from torpedo and bomb decks to having a deck for each ship, or type really. Like the planes we use each has its own manouever deck, well the ships have their own special damage deck, target card and damage record card. No dice, no tables and its quick easy and fun. The WW1 set is being trialled now by 2 players and I am waiting feedback. The WW2 is going through an extensive re-write as it was mainly designed for coastal warfare up to and including light cruisers. But playing the Midway campaign threw open the door to include capital ships and a 180 turn around in the basic rules. I have included skip bombing, torpedo attack but level and dive bombing are exactly as the rules, no change. I've changed the bomb card to the clear plastic one so you can see if the bomb is a miss, near miss or direct hit. As each area changes the damage outcome. The change of bearing template simply came about for torpedo strike angle and different ships being able to change bearing quicker than others. It might work it might not and if anyone else can adapt and make them work better I'm happy for that.

  8. #8

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    Looks as if you are getting there with the refinement of these rules Neil. I would not change too much in the case of the ship.
    Your Dauntless was very lucky, and if things had gone the other way you would have had much more of a problem sinking the Carrier. I would be inclined to give a couple of escorts to beef up the Aa rather than move the goal posts too much. It was not often that Capital ships were caught out without any escorts.
    Rob.

  9. #9

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    You're right there Rob. I have no US or Japanese destroyer models in 1/1250-1200 scale otherwise I might do. I was also thinking of re-spawning torpedo/dive bombers that are shot down or have expended torpedo/bombs by flying them off the table and bringing them back on as a new wave or just giving them endless bombs and torpedo's to simulate more aircraft.

  10. #10

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    Fantastic stuff there Neil, Great AAr . Going to give the scenario a run through when I have a free hour or 2

  11. #11

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    Quote Originally Posted by Skafloc View Post
    On the new damage record card there is no picture just a lot more numbers. Sorting out the move sequence and damage was a little hard but I think I've got it.

    A. Roll for plane movement.
    B. Move planes.
    C. Drop torpedo or bomb.
    D. Long Range AA fire.
    E. Short range AA fire.
    F. Aircraft fire.
    G. Remove casualties.
    The WGS rules have air to air, AA and bombing resolved simultaneously. If you decide to break it up into stages I would be inclined to resolve aircraft and AA first then drop bombs/torps.

  12. #12

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    Very good AAR Neil and what a great set of rules, I liked the see through bomb card, makes it very easy to see exactly where it fell. When you have finished play testing the rules would we be able to get a copy? WOS is still early days for me but the ship attacks look really appealing. I saw at the beginning you had different altitudes for your aircraft, was the scenario played with altitude rules? Brilliant stuff Neil, keep them coming.

  13. #13

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    Apologies I only broke it down as I was forgetting some things, then others. All firing etc happens at the same time. Its just with a sequence you don't miss anything,

    Quote Originally Posted by Carl_Brisgamer View Post
    The WGS rules have air to air, AA and bombing resolved simultaneously. If you decide to break it up into stages I would be inclined to resolve aircraft and AA first then drop bombs/torps.

  14. #14

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    Rules are now in the files section as are a number of ship target cards. I have also put the mark two see through bomb card for land and water template there too.

    Quote Originally Posted by Brambo View Post
    Very good AAR Neil and what a great set of rules, I liked the see through bomb card, makes it very easy to see exactly where it fell. When you have finished play testing the rules would we be able to get a copy? WOS is still early days for me but the ship attacks look really appealing. I saw at the beginning you had different altitudes for your aircraft, was the scenario played with altitude rules? Brilliant stuff Neil, keep them coming.

  15. #15

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    A very useful addition are those see through bomb cards.
    Thanks Neil.
    Rob.

  16. #16

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    Thanks Neil, I go on holiday in two days but I can't wait to get back so I can get stuck into this. Would you call that addiction!

  17. #17

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    Hi Neil I am going to try your rules with some Axis & Allies fleet models next week, have you come across them in your travels?

  18. #18

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    Ps Good luck at the RVI

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    Seen them advertised, what scale are the ships?

    Might come in handy, but John at our club has informed me he has just about every, yes every, ww2 ship in 1/700 scale (waterline at that). Now there are some nice targets to be had. I'll have to ask him to bring in some Jap destroyers and cruisers to have a go at.

    Neil

    Quote Originally Posted by tikkifriend View Post
    Hi Neil I am going to try your rules with some Axis & Allies fleet models next week, have you come across them in your travels?

  20. #20

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    OP went well, just very sore and hoarse and like trying to swallow a house brick every time I swallow.

    Neil

    Quote Originally Posted by tikkifriend View Post
    Ps Good luck at the RVI

  21. #21

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    Good to hear you came through OK Neil. You must now be like a horse in several respects.



    I just ordered a pack of those ships for £12 from IGUK. so we will see what they are like.
    Rob.

  22. #22

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    Glad to hear it all went well Neil, a nice malt should do the trick

  23. #23

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    Unfortunately untilI'm weaned off the pain killers no alcohol for moi . Its been over 8 months now and I forget what it tastes like. Be a whole new experience trying it all over again.

    Quote Originally Posted by Brambo View Post
    Glad to hear it all went well Neil, a nice malt should do the trick



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