by Allen Ray Garbee
Amphibious landing: The worst enemy the US faced during the actual landing was the weather. Though Nassau bay is officially recorded as an 'unopposed' landing, the 12 foot (!) surf took a vicious toll on MacKetchnie Force. Almost all the first wave's landing craft were swamped by the high surf, soaking the passengers and damaging large amounts of equipment - especially radios. To reflect this fact, as each landing craft, barge or PT boat reaches the shore, roll ld6. The number rolled is the number of damage points that landing craft or boat takes as well as the number of hits distributed on the passengers. Any craft sunk during this roll are eliminated immediately, all vehicles being transported are lost, and all personnel stands take an additional hit, are pinned, and are placed on the shore. Air support: The Japanese and Allies both had aviation assets available to support their operations in the area. Starting with turn 12 (daylight) and every following third turn roll 2d6 and consult the air support table to determine whose - if any - air support arrives.
2-3 : Japanese air support 4-10 : no air support 11-12 : Allied air support If aircraft arrive, roll 1d6 on the aircraft table to determine the type and number of aircraft present.
1 : 1 A6M5 / 1 P-40L or Kittyhawk 1A 2 : 2 A6M2 / 2 P-39D 3 : 1 A6M2, 1 D3A2 Val / 2 P-40L 4 : 1 A6M2, 2 B5N2 1 P-40L, 1 B-25C 5 : 1 A6M2,2 G4M 1 P-40L, 2 B-25C 6 : 2 A6M2, 1 G4M 2 P-39D, 1 B-25C US command control problems: The thorough soaking of the invasion force ruined almost all the radios that reached the beach. During the first few days of the landing, MacKetchnie Force was rarely in contact with higher headquarters, and communications between elements relied on runners. These factors are reflected in the game in two ways. First is the absence of staff radio stands. There aren't enough radios to enable the staff to function properly. Second, the lack of functioning radios reduces the command & control effectiveness of the US command stands. US pure command stands are treated as double figure command stands for order and fire direction purposes. Environment and weather: The weather during the Nassau Bay landings was at best marginal for amphibious operations. Scattered rain showers and squalls made navigation difficult, and contributed to the dispersal of the landing waves. Changes in environmental conditions will have an impact of operations by both sides. To determine if the weather conditions change during the game, roll 2d6 every turn at the start of the second turns command phase and consult the following table;
2-3 : Squall. Heavy rain, high wind. Landing operations prohibited while squall lasts 4-5 : Weather degrades one level (clear becomes light rain) 6-8 : No change 9-11 : Weather clears two levels 12 : As for 9-11, plus sea conditions improve. Halve die rolls for damage to landing craft and passengers The initial conditions for turn one are visibility 4" (12" over water) the weather is clear, with heavy surf conditions in effect. Game start and duration: The game begins at 0030 hours and lasts for 30 turns. Night visibility conditions apply for the first 10 turns. Turn I I visibility improves to twilight, with normal visibility rules applying from turn 12 onward. Reduced troop quality and morale ratings: Units suffer a loss of performance at night. During the first 10 turns of the game both Japanese and Allied troop quality ratings are reduced one class, and all morale ratings are reduced by 2. No rally or regroup orders may be issued. These restrictions are lifted turn I I with the arrival of dawn. Victory Conditions Victory is based on the success of the Allied players in controlling their beachhead as defined by three terrain objectives. These objectives are control of the beaches to the banks of each of the flanking rivers to the north and south of the landing beach (Bitoi and Tabali rivers) and controlling a perimeter 1000 yards (20 inches on the tabletop) inland from the coastline. If only two of these objectives are met the game is a draw, if only one objective is met the Japanese score a minor victory. If the Allied player meets none of the above criteria for victory then the Japanese player achieve a major victory. Historical Outcome Historically the Allied forces had more trouble with mother nature than with the Japanese Army. The lead landing waves scattered badly on the approach, and many of the LCVPs were swamped by the high waves on landing. The thorough soaking the troops received ruined almost all MacKetchnie Force's radios, forcing commanders at all levels to rely on runners for communications. Though there was a small Japanese force patrolling the coastline, these troops retreated into the jungle upon spotting the landing force. Following daybreak the surf calmed enough to continue landing without risking the remaining landing craft. Reinforcements from the Japanese 51st Division moved south from the Salamaua area and attacked the perimeter in the late morning, but were unsuccessful in breaking the Allied perimeter. Point Break The Allied Landing at Nassau Bay June 30, 1943 Back to Table of Contents -- Command Post Quarterly # 13 To Command Post Quarterly List of Issues To MagWeb Master Magazine List © Copyright 1997 by Greg Novak. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |