Tarawa , 20 November 1943 , Pacific Campaign

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PassandReviewofWW2
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 01 Aug 2019 17:24

Turn One : US Prep Fire result Step Loss of Japanese Type 92 Gun Crew in Bunker
1. US Assault Group will have to move up to take out the Bunker
2. 9-1 Leader 667 Squad x 2/Flamethrower/Bazooka 43 Move up between Bunkers
a. Place Smoke/dr 3/Squad Smoke Placement # 3 or Less/ for other 9-1 Leader 667 Squads to move in Front of Bunker/ Point Blank Fire and Close Combat
Smoke capability is the small number above Squad Fire Power Factor
If no Small case # Appears /Unit May no place Smoke
IMG_4615[1].JPG
3. Occupants in Bunker may be attacked in CC/Phase only if Attacking Unit enters within the Firing Covered Arc/ Front/ Bunker
4
IMG_4615[1].JPG
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PassandReviewofWW2
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 02 Aug 2019 17:01

Turn One: U S Player Moves 9-1 Leader/w Squads to Hex Shown, MF Cost/
IMG_4627[1].JPG
2 MF
1. Placing Smoke: 9-1 Leader/w Squads place Smoke by expending 2 MF and die roll = or less than Squad Smoke Placement #
Placing Unit does not have to Enter Hex to Place Smoke.
2. U S Player announces, that the Smoke Placement Squad w/Leader will Place Demo Charge on Bunker 2 MF/ Total MF from Start of Move to Place Smoke to Place Demo Charge 6 MF/ Placing Unit does not have to Enter Bunker Hex to Place Demo, each action, Placing Smoke, Placing Demo Charge is by expending additional MF, without actually entering Hex to Place Smoke or Demo Charge
other Squad will place Demo Charge on other Bunker/ Total MF from Start of MF to Demo Charge Placement 4 MF
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PassandReviewofWW2
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 02 Aug 2019 17:09

Turn One: U S Player moves other 9-1 Leader w/2 667 Squads into Smoke
1. Smoke Grenades +2 Smoke Hindrance/ Screen lasts until the End of Move Phase
2. Smoke negates -1 FFMO
3. 9-1 Leader Squads Sujbect to -1 FFNAM
4. Modifiers Smoke +2 /-1 FFNAM Total +1 to Defensive First Fire From Bunker Units
5. Japanese Crew MMG 4 Fire Power/Double Point Blank FIre/ Defensive First Fire Dice Roll 2+3 =5 /+1 Modifier total 6 on 8 Fire Power Column
6 Line result of 1 Morale Check vs U S 9-1 Leader First take 1 Morale Check then Each Squad takes Separate Check
If Leader Passes 1 Morale check without Break or Pin, Leader -1 Modifier reduces the 1 Morale Check to Normal Morale check
IMG_4629[1].JPG
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PassandReviewofWW2
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 02 Aug 2019 17:15

Turn One: Japanese Defensive First Fire Pins 9-1 Leader/Squad
Breaks One Squad
1. 2 U S Squads also move into Fire Position behind 9-1 Leader Squads Pinned/Broken
2. Japanese Crew MMG/Maintained Rate of Fire may Defensive First Fire Again vs these U S Squads
3. Smoke Hindrance +2
4. U S Squads moving in open/Non Assault move -2
5. Dice Roll Modifiers 0
6. Japanese Crew MMG 4 Fire Power Attack Dice Roll 9 on 4 Fire Power Column result No Effect vs
2 U S Squads / 2 Residual Fire Power Counter is Placed in their Hex
7. Japanese Crew and MMG in Bunker exhaust Rate of Fire, Place Defensive Fire Counter to indicate Fire Status
IMG_4630[1].JPG
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PassandReviewofWW2
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Posts: 1027
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Re: Tarawa , 20 November 1943 , Pacific Campaign

Post by PassandReviewofWW2 » 02 Aug 2019 17:28

Turn One: US Player Moves M3 LT Reinforcement from East side Map Board 18 to Level One Hill to Place Fire on Bunkers on East Side
1. M3 expends 5 MP and 1 Stop MP total 6 MP in Line of Sight of Japanese Crew type 92 Gun in Bunker
2. Japanese Player announces Defensive First Fire vs M 3
3. Vehicle Target Type To HIt # 10 / 0-6 Hex Range
4. Japanese Player tries Special Ammo H 5/ vs Armor Targets/Special Ammo # on Back of Type 92 Gun Counter
5. Scenario Rule; Japanese Force is Elite raises Special Ammo # s by 1
6. To Hit Dice Roll / Serves as Special Ammo Availability
7. Dice Roll 7 indicates No Special Ammo Avail /and cannot be used for the rest of Scenario
8 Japanese Player may make another Dice Roll, To Hit using Gun HE Capability 70* mm vs Armor
9 If same To Hit Dice Roll of 7 happened again/ Target Modifier +2 Moving Target Modifier /Total To Hit # 9 Result in Hit
10. Effect would be resolved on HE /Flame To Kill Table 70mm Line Armored target To Kill # 8
11. Target Armor Factor 4/ Subtract from To Kill # Final To Kill # 4
12 Japanese Player would have to make Dice roll of 3 or less to destroy M3
13. HE To Kill Dice Roll that = To Kill # result in either Automatic Shock Turret Hit, or Immobilization vs Hull Hit
IMG_4631[1].JPG
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