Order of Battle: Japanese and Russian
By Matt Irsik
RussianAir Order of Battle:8 MiG-27 (with 16 AS-14, unlimited unguided air ordnance and AA-8) Add for Scenario 3 10 Tu-22M Backfire (with 20 AS-4) Naval Order of Battle:Scenario 1
Burnyy (Sovremennyy DDG) with 1 Ka-27 Helix A,
Add for Scenario 2
Chernova Ukrania (Slava CG) with 1 Ka-27 Helix A,
Add for Scenario 3
Admiral Gorshkov (Modified Kiev CVHG) with 10 Ka-27 Helix A, 6 Ka-25 Hormone A, and 4 Mi-28 Havoc,
JapaneseAir Order of Battle:12 F-15J (with unlimited AlM-120, AIM-9M) 12 F-4EJ (with 30 AGM-65A, 24 GBU-10C, unlimited unguided air ordnance, ALQ-119 pods, AIM-7F, and AIM-9M) 6 F-1 (with 12 Type 80 ASMs, unlimited unguided air ordnance and AIM-9M) 3 P-3C (with 8 Harpoon and unlimited Mk 46 torpedoes) 1 E-2C HawkeyeNaval Order of Battle:Scenario 1
Shirane (Shirane DDH) with 3 SH-60J.
Add for Scenario 2
Kurama (Shirane DDH) with 3 SH-60J,
Add for Scenario 3
Kongo (Kongo DDG),
Designer's NotesThis series of scenarios focuses on the prize of the conflict, Urup Island. While air and sea combat should surely rage throughout the Russian Exclusion Zone, the main focus for both sides would be control of the island. I decided to go with three separate scenarios because it would be practically impossible to simulate the entire campaign without a full-fledged campaign supplement (like South Atlantic War). Both sides have good-sized fleets, hundreds of aircraft, and thousands of troops. Tracking the supplies, ship and air movement, not to mention ground combat involved in such a campaign would severely tax the resources of any gaming group and could turn into a record keeping nightmare. Each of the scenarios is designed to be playable on a stand-alone basis, but the option of linking them into a campaign is also available. Many players may question the forces and armaments used in the scenarios. My intent was to show that in this quick-moving conflict each side would have to make do with the forces that are on hand. Losses in ships and aircraft would force commanders on both sides to use unusual force compositions. Recent conflicts have also shown that high-tech weapons are used up at an alarming rate. This can lead to some interesting situations, such as you finally find the big enemy task force and want to arm your aircraft with Harpoon missiles but you find that the only weapons you have left are iron bombs. The Kuril Islands offer many interesting scenario possibilities. Extended length ASW and ASuW scenarios are always possibilities. Also, an amphibious attack or raid scenario could prove to be very interesting, especially if it could be linked with GDW's Combined Arms rules for an integrated land, air, and sea bathe. Both the Russian and the Japanese have a wide variety of ships, aircraft, and weapons systems that could provide some interesting confrontations. I want to thank Mark Daymont for his help in researching the Kuril Islands. The information on weather patterns, ocean depths, and overall geography was invaluable. Also, many thanks to the Wasatch Front Simulation Group (Dennis, Gary, Lynn, Mark, Mike, Dave, and the Iranian Gunners from the Dark Side) for enduring the playtest sessions. 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 |