Tarawa , 20 November 1943 , Pacific Campaign

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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 08 Jul 2019 17:13

Next the U S Player places M4 DD Sherman in Position to Land
The Sherman 13 MP has a Small Case 2 next to it, the 2 is the Water MP, each Ocean Hex is 1 Water MP
The Sherman may not enter Wire Barrier
IMG_4434[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 08 Jul 2019 17:14

The U S Player disperses the LVT 2 Alligators across the frontage
IMG_4437[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 08 Jul 2019 17:20

U S Player East side LVT 2 Group
The Anti Boat Gun Level 2 Postsion/cannot fire at any Unit in Ocean Hex Next To Anti Boat Gun Hex
The HMG behind, does not have LOS to LVT 2, due to Line of Sight runs along Level 2 Hex Side sticking out across the Line of SIght, that cannot See Over the Terrain Feature
IMG_4438[1].JPG
The HMG may Fire at Units in Ocean Hexes that are adjacent
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 08 Jul 2019 17:23

U S Player LVT 2 has 3 Water MP, and May Enter Wire Barrier if Demo Teams Fail to clear Wire, throwing Demo Charges
The LVT 2 Water Movement Point 1 to enter Ocean Hex/ 2 MP to Enter Wire
Must Take Bog Check and may move No Further than Turn
IMG_4440[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 08 Jul 2019 17:34

Units in Ocean Hexes at Level -1, that enter Land Hex Level One with Building or Jungle Terrain cost 8 MF
A Squad with Leader CX in Ocean Hex Could Move into such a Hex, and would be CX again and Pinned
A CX Squad in Ocean Hex does NOT have enough MF to enter such a Hex
A CX Squad in Ocean Hex would have to exit Ocean Hex into Level 0 Hex, 2 MF or Double the Terrain Feature on Level 0 Hex
IMG_4449[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 09 Jul 2019 19:13

U S Marine Corps Battalion Landing Team Order of Battle Change:
1. Amphibious Elements Alligator LVT 2 x 4
2. Replace Sherman DD with Sherman M4
Japanese Order of Battle Change: Add one Trench Counter
SSR:
Low Tide condition allows the Sherman to be placed in an Ocean Hex, Next to Shore, Move Cost Per Ocean Hex for Sherman 3 MP
1. Exiting Ocean Hex , to Ground Level 0, Cost 5 MP, and requires Bog Check
2. Point Blank Fire: Units at Level One -Level Two qualify for Point Blank fire , while Units at -1 Level One Ocean Hexes do not get Point Blank Fire vs
the Level One-Level Two Units, that can more easily lob grenades , or other bombs,down
Game Effects:
Japanese Guns , on Level One Hill Position may Depress Gun to Fire on Targets that are in Hex, One Level Lower,, Next to Guns Hex, if Target is More
Than One Level Lower, and Next to Gun Hex, the Gun May Not Fire on Unit 2 or More Levels Lower
In the Game Setup, if the Sherman was Setup in Ocean Hex, Next to Japanese West Anti Boat Gun Position, the Gun could not Depress Low Enough to Fire on Sherman.
When the Sherman Exits the Ocean Hex, to Ground Level 0,(5 MP, Bog Check) The Anti Boat Gun at Level One Hill, can Depress and Fire at the Sherman Tank, if Sherman is in the Guns Firing Covered Arc

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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 16:50

Shallow Ocean Hex Rules:
1. The M 4 Sherman Move Cost Per Shallow Ocean Hex / 2 Move Points
Sherman M 4 may Fire Main Armament/Bow/Coaxial MG from Shallow Ocean Hex
2. Infantry Move Cost Per Shallow Ocean Hex / 3 MF
3. Ordnance To Hit Must Score Turret Hit vs Targets in Shallow Ocean Hex
4. Fire/ To Hit attacks into and from Shallow Ocean Hex receive +1 Modifier to Fire/To Hit Dice Roll
a. Wading Infantry in Shallow Ocean Hex, moves to another Shallow Ocean Hex
Shallow Ocean Hex is like Open Ground
Wading Infantry may not Assault move or Low Crawl
Wading Infantry would be subject to -1 FFMO/ -1 FFNAM Modifiers to Defensive First Fire vs Wading Infantry Unit/and + 1 Modifier Shallow Ocean
Hex
b. Wading Infantry that Break in Shallow Ocean Hex, are Casualty Reduced, are subject to interdiction, and Must Rout away from Opposing Units
that have Line of Sight/in Normal Range/
IMG_4473[1].JPG
to that Broken Wading Infantry
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 16:52

To Enter the Level 0 Open Ground Hex cost for Sherman is 5 MP

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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 16:54

Units in Shallow Ocean Hexes may not move onto the Level One Hill thru the Cliff Hex side
IMG_4474[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 16:59

Wading Infantry may exit the Shallow Ocean Hex at Ground Level 0 Hexes/ at Double the MF Cost
if Open Ground the Cost to Exit Shallow Ocean Hex to Open Ground is 2 MF
If Open Ground Has Building or Jungle Terrain / the 2 MF to Enter would be Double to 4 MF
IMG_4476[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 17:03

To Clear the Wire Barrier, the Marine Scout may throw a Demo Charge
1. In Shallow Ocean Hex, DC attacks are resolved at Half Fire Power
2. Thrown Demo Charges Full Firepower of 30 is reduced to 15 FP
3. The Marine Scouts may throw 2 Demo Charges at Once to compensate
IMG_4479[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 17:04

There is a +1 Ocean Hex Modifier added to the Thrown DC attack and a +1 by CX Unit
Units in Ocean Hex are CX as Long as they are in an Ocean Hex

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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 17:05

IMG_4480[1].JPG
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 10 Jul 2019 17:09

Wading Infantry that Break in Shallow Ocean Hex are Casualty Reduced/ and Must Rout away from Shore if Opposing Unit has Line of Sight or is Adjacent to Broke Wading Infantry
IMG_4481[1].JPG
Leaders and SMC may NOT apply Leader/SMC modifier while in Ocean Hex

Wading Units may Not Form Fire Groups

Wading Units Fire Power is Halved
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 11 Jul 2019 19:18

Scenario perspective:
1. The U S Player ,Marine Battalion Landing Team, Setup in Ocean Hexes, next to Shore represents the Hazardous conditions that existed during the
Landings./All Elements must be placed in Ocean Hex Next to Shore, even if some units must double stack/ The U S Player, will have to be prepared , for heavy fighting.
2. The U S Player s has 4 LVT 2,s with Machine Gun 6 FP on Front/Rate of FIre 2/ the Rate of Fire only applied to the Front MG
there are 4 Fire Power MG s mounted on each side of LVT 2, that may only Fire Once in a Fire Phase
Total Fire Power 14,
All 3 MGs may Fire as a Fire Group/The Crew Operates the MGs and is CE
3. Amphibious Element 667 Squads with Leaders and Support Weapons must start as Passengers in LVT 2 s.
4. The LVT s will probable, draw fire, due to their 14 Fire Power factors that can provide significant support for the Wading Element, and should they
survive , place fire on Japanese Shore Postitions.
5. The U S Player, M4 Sherman , like LVTs , could provide Fire support so the Wading elements can get ashore at a Ground Level 0 Hex
6, The M4 DD was not used at Tarawa, and was in O/B for Game Effects, then Changed to M 4, after Shallow Ocean Hex Rules, allow Vehicles to be in
Shallow Water Hexes.
7. Board 8, Shoreline is not
IMG_4492[1].JPG
exactly the same as at Betio, but does closely simulate the effects, that existed.
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