Harpoon Scenario:
Sea of Fire

A Kuril Islands Mini-Campaign

Scenario 3 - Final Fury

By Matt Irsik

The successful Japanese "end run" amphibious landing relieved the pressure on the original beachhead and turned the tide in the battle for Urup. Now the Russian forces are in danger of being pushed off the island. With talks for a United Nations sponsored cease-fire about to be successfully concluded, the Russians decided to make a final effort land more troops to improve their position for future negotiations.

Setup:

All Russian air groups can be requested at any time and will arrive 20 + D10 tactical turns later through Russian Aircraft Entry Area 1 or 2 (Russian Player's choice). Russian Surface Action Group 3.1 and Am-phibious Assault Group 1.1 may set up anywhere within 60 nm of Russian Aircraft Entry Area 2. The Russian submarine groups may be set up anywhere with 120 nm of Russian Aircraft Entry Area 2.

The Japanese CAP Flight may set up anywhere over Urup Island at medium altitude. The AEW Flight, Patrol Flight, Task Group 3. 1, Task Group 4.1, and both submarine groups may be set up anywhere within 90 nm of Urup Island. Air Support Group 1 and 2 may be requested at anytime and will arrive 20 + D10 tactical turns later through Japanese Aircraft Entry Area 1 or 2 (Japanese player's choice). The formation, heading, sensor status, and depth/altitude for all units is at the discretion of the controlling player.

Environment:

1300 local time, clear weather, 100% visibility, sonar performance is 85%, Sea State 3, wind from 190° at 15 kts. There are no CZs. The water is too shallow.

Russian Orders:

A UN-sponsored cease-fire is scheduled to go into effect in 11 hours. After it is in effect neither side will be allowed to move combat units into the exclusion zone. We have organized an amphibious task force to take reinforcements to our troops on Urup Island and put us in a better bargaining position. Escort the amphibious task force to Urup and make sure that the reinforcements are landed well before the deadline.

Russian Forces:

Strike Force A: 4 MiG-29 (each with 4 AA-10C and 2 AS-11), and 4 Su-24 (each with 4 AS-14)
Strike Force B: 10 Su-27 (each with 4 AA-10C and 4 AA-11), 4 Su-24 (each with 4 AS-14), 7 4 Su-24 (each with 2 AS-9 and 2 AS-14), and 4 MiG-27 (each with 2 AS-10, 4 PKT-250 CBU, and 2 AA-8)
Strike Force C: 10 Tu-22M (each with 2 AS-4)

Air Defense Patrol: 2 MiG-31 (each with 4 AA-9 and 4 AA-11)
ASW Patrol: 2 Il-38 (each with 4 E45-75 torpedoes)
AEW Patrol: 1 A-50 Mainstay

Surface Action Group 3.1: Chervona Ukrania (Slava CG) with 1 Ka-25 Hormone B, Boyevoy (Sovremennyy DDG) with 1 Ka-25 Hormone B, and Marshal Shaposhnikov and Admiral Vinogradov (Udaloy DD) with 2 Ka-27 Helix A each.

Amphibious Assault Group 1.1: Admiral Gorshkov (Modified Kiev CVHG) with 10 Ka-27 Helix A, 6 Ka-25 Hormone As and 4 Mi-28 Havoc, Admiral Zhakarov (Udaloy DD) with 2 Ka-27 Helix A, Rezvkiy (Krivak II FF), Kedrov (Krivak III FF) with 1 Ka-27 Helix A.

Ivan Rogov (Ivan Rogov LPD), BDK-11, BDK-23 (Ropucha LSTs), 2 Generic Freighters.

Sub Group 1: Yaguar (Bars [Akula] SSN)
Sub Group 2: B-826 (Kilo SS)

Japanese Orders:

The successful landing and counterattack has placed the Russian forces on Urup in a desperate situation. With the UN cease-fire going into effect soon we must tighten our grip on the island and prevent the Russians from reinforcing their troops.

Japanese Forces:

CAP Flight; 4 F-15J (each with 4 AIM-120, 4 AIM-9M)
AEW Flight: 1 E-2C Patrol Flight: 2 P-3C (each with 2 Harpoon and 8 Mk 46)
Air Support Group 1: 4 F-15J (each with 4 AIM-120, 4 AIM-9M), and 4 F-4EJ (each with 3 AIM-7F, 4 AIM-9M, 2 GBU-10C, 6 Mk 82, and 1 ALQ-119)
Air Support Group 2: 6 F-15J (each with 4 AIM-120, 4 AIM-9M), 6 F-1 (each with 2 Type 80 ASM and 2 AIM-9M), and 4 F-4EJ (each with 24 Mk 82 and 1 ALQ-119)

Task Group 4.1: Kongo (Kongo DDG), Shirane (Shirane DDH) with 3 SH-60J, Isoyuki (Hatsuyuki DD) with 1 SH-60J, Kikuzuki (Takasuki DD), Abukuma (Abukuma FF)

Task Group 3.1: Kurama (Shirane DDH) with 3 SH-60J, Asagiri (Asagiri DDG) with 1 SH-60J, Hatakaze (Hatakaze DDG) with I SH-60J, Setoyuki (Hatsuyuki DD) with 1 SH-60J, Asakaze (Tachikaze DDG)

Sub Group 1: Natsushio (Harushio SS)
Sub Group 2: Akishio (Yushio SS)

Special Rules:

1) Because of the numerous 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, then 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, one die (D10) is rolled 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 Russian 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. Victory is determined by the success of the Russian landings. At the end of the scenario the Russian player rolls percentile dice to see if the amphibious landing is successful. The base chance for success is 5% modified for each amphibious ship within 2 nm of the landing area as follows:

    each Ropucha class LST damaged < 50% = +15%,
    each Ropucha class damaged > 50% (but not sunk) = +8%,
    each freighter damaged < 50% = +25%,
    each freighter damaged > 50% (but not sunk) = +10%,
    Ivan Rogov if damaged < 50% = + 30% >
    Ivan Rogov if damaged > 50% = + 15% .

    If the D100 roll is less than or equal the modified base chance for success, then the Russians win.

Linking the Scenarios

To link the scenarios into a mini-campaign, play all three scenarios in order. The side that wins the most scenarios wins the campaign. Use the new order of battle for each side and the following special rules:

    1) Each side uses the same set up for its naval forces as given in the scenario set up. The actual composition of surface action groups, amphibious groups, and task groups is up to the controlling player.

    2) The Special Rules and Victory Conditions for each scenario are still in effect.

    3) Ships involved in a scenario may be used in any scenarios following the one they are originally involved in (Exception: the Japanese LSTs and freighter may not be used in the 3rd scenario). Prior to the beginning of the next scenario both sides secretly set up their ship groups. A player does not have to commit every available ship to a scenario, but ships that are not committed at this time cannot participate in the scenario. Ships that were sunk in the previous scenario cannot participate in future scenarios. If a ship was damaged, the controlling player may attempt repairs between scenarios using Rule 7.4 Repairs. For repair purposes consider that each scenario begins 24 hours after the last ended. Ships do not get a fresh weapons load at the beginning of each scenario, they only have the ammunition they were originally loaded with.

    4) Each side has one airborne tanker located just off the map at each friendly aircraft entry area. Refueling may occur before the any aircraft enter the map, but it delays their entry by the number of turns it takes to refuel all the aircraft in the group. Planes are not required to refuel prior to entering the map. The Japanese airfield is located 200 nm off the bottom end of the map, the Russian airfield is located 350 nm off the west side of the map. Each side also has an unlimited number of drop tanks.

    5) Prior to each scenario each side divides its aircraft up into groups per the guidelines given below. Also, the players must specify what the weapons loadout for each group is before the beginning of a scenario. Each side has an unlimited number of fuel tanks for their aircraft. Only CAP groups, AEW groups, and ASW groups may begin the game on the map. All other groups will enter the map 20 + 1 D10 tactical turns after being requested from either friendly aircraft entry area. A group is not required to enter the map during the scenario.

Air Group guidelines for both sides:

Scenario 1:

    1 CAP group with 4 - 6 fighter aircraft
    1 Strike group with 4 - 6 aircraft
    1 ASW group with 1 or 2 ASW aircraft
    1 AEW group with I AEW aircraft

Scenario 2:

    l CAP group with 4 - 6 fighter aircraft
    1 Strike group with 8 - 12 aircraft
    1 ASW group with I or 2 ASW aircraft
    1 AEW group wit 1 AEW aircraft

Scenario 3:

    1 CAP group with 4 - 6 fighter aircraft
    Stripe Group A with 8 - 12 aircraft
    Strike Group 1) with 8 - 12 aircraft
    Strike Group C with 8 - 20 aircraft
    1 ASW group with 1 or 2 ASW aircraft
    1 AEW group with 1 AEW aircraft

More Kuril Islands

BT


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