Scenario 1: Blue Water - Steel Death
By Matt Irsik
Air battles rage over the length of the Kuril Islands as the Japanese organize their forces for a counterattack. Russian forces have established air and sea patrols around Urup and the paratroops are consolidating their positions on the island. The pressure is on the Japanese Maritime Self-Defense Force to retaliate and seize the initiative. Setup: The Russian Urup CAP sets up anywhere over the island of Urup at medium altitude. The Russian Surface Action Group and submarine forces may set up anywhere within 30 nm of the island of Urup. The Japanese CAP Flight and Patrol Flight can enter through Japanese Aircraft Entry Area 1 anytime during the scenario. Attack Flights 1 and 2 can be requested at any time and will enter 15 + D10 tactical turns after being called through Japanese Aircraft Entry Area 1. Japanese Task Group 3.1 can be set up anywhere up to 60 nm from the bottom edge of the map. Japanese Sub Group 1 can be set up anywhere up to 12 nm from the bottom edge of the map. The formation, heading, sensor status, and depth/altitude for all units is at the discretion of the controlling player. Environment: 1500 local time, clear weather, 100% visibility, sonar performance is 90%, Sea State 2, wind from l00° at 10 kts. Yhere are no CZs. The water is too shallow. Russian Forces: Urup CAP: 4 MiG-29 (each with 2 AA-10C & 4 AA-11) Surface Action Group 1.2:
Russian Orders: The paratroops on Urup Island have consolidated their positions and are awaiting seaborne reinforcements. Japanese plans and intentions are unknown at this time, so our forces are in are being placed in a defensive posture. Your force is to patrol the approaches to Urup Island and disrupt any attacks by Japanese forces. There may be Japanese submarines operating in your area. Japanese Forces:
CAP Flight: 4 F-15J (each with 4 AIM-120, 4 AIM-9M)
Task Group 3: Shirane (Shirane DDH) with 3 SH-60J, Awakaze (Tachikaze DDG), Setoyuki (Hatsuyuki DD)
Japanese Orders: Your force is the advance guard of an amphibious force that is several hours behind you. Along with supporting air and submarine units, clear the approaches to Urup Island. All Russian naval forces must be driven away from the designated landing zone. There is a Russian surface group and at least two submarines operating in the area. Special Rules: 1) Because of the many early warning and detection assets in the area, there is a good chance that both sides will know the location of enemy aircraft and ships. If the scenario is played without a referee, all air and surface groups are automatically detected. If there is a referee, he should provide information to both players as follows: After both sides have set up, roll D10 for each surface or air group on the map (or that subsequently enters the map). If the roll is 1, then the group was not sighted; if the roll is 2 or 3, then the location of the group is known within 20 nm, if the roll is 4 - 7, then the location of the group is known within 10 nm; if the roll is 8 or 9, then the exact location of the group is known; if the roll is 0, then the exact location, formation and heading is known. There is a +1 modifier to the die roll if the group is using active sensors. 2) Prior to the start of the scenario, the Japanese player must designate a landing zone on Urup Island. This zone is important for determining the victory conditions. Victory Conditions: The scenario ends at 2200 local time. The Japanese win if there is an area 10 nm wide by 20 nm long adjacent to the designated landing zone that is clear of all Russian ships and submarines. Any other situation is a Russian victory. More Kuril Islands
Kuril Island Scenerio 1: Blue Water - Steel Death Kuril Island Scenerio 2: Collision Kuril Island Scenerio 3: Final Fury Kuril Island Mini-Campaign Order of Battle: Japanese and Russian BT Back to The Naval Sitrep #6 Table of Contents Back to Naval Sitrep List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by Larry Bond and Clash of Arms. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |