Douglas TBD-1 Devastators
New Guinea Campaign
Mission: Link air, naval and land action in a campaign and story context----------
Game Date: December 7, 1942/2019
Arrival: 9:00-10:00 am
Flight School: 9:15-9:30 am (New pilots + refresher for others if needed)
Lunch: Noonish
Game End: 4:00 pm Turn In Progress or sooner
Bring: Tape measure and one small snack or beverage to share
Strategic Mission: Japanese Want to Occupy Southern New Guinea
Tactical Situation:
(a) Each side engages the others main Carrier Task Force with aircraft
(b) Survivors return to a friendly carrier to rearm/refuel and launch Mission #2
Recommendation: See the new MIDWAY movie before game day.
Coral Sea Naval Battle --- Pre-Game Briefing
Mission #1
Starts 10:30 am or sooner.
IJN Task Force (Back Table)
1x Fleet Carrier Shokaku + (CV Zuikaku off table)
9x VAL Dive Bombers
4x KATE Torpedo Bombers
1x Float Plane
2x Cruisers
4x Destroyers
8x Zero Fighters9x VAL Dive Bombers
4x KATE Torpedo Bombers
1x Float Plane
CHUCK S. Duties
Assign players and flight plan(s)
Unavailable on Mission 1 only: 1x Zero, 1x Val
CAP: 1x Zero up 1xD4/fuel consumed, 1-2 Zeros ready on deck
Place float plane bogey in vicinity of US Task Force at 10,000'
Form one or two Attack Groups from aircraft remaining
Steer CV into the wind/D4: 1= 45° port, 2-3 = No Change, 4= 45° starboard
Mission #1: Throw 2D6 vs USN. High score launches first.
Chuck S. CinC
Dave G. Attack Group Commander
Keith J.
Tom
Dale F.
John B.
USN Task Force (Main Table)
1x Fleet Carrier Lexington + (CV Yorktown off table)
CVs are radar equipped
9x Dauntless Dive Bombers
4x Devastator Torpedo Bombers
1x PBY
CVs are radar equipped
2x Cruisers
4x Destroyers
8x Wildcat Fighters9x Dauntless Dive Bombers
4x Devastator Torpedo Bombers
1x PBY
Assign players and flight plan(s)
Unavailable on Mission 1 only: 1x Wildcat, 1x Dauntless
CAP: 1x Wildcat up 1xD4/fuel consumed, 1-2 Wildcats ready on deck
PBY Mission: Rescue downed pilots
Form two Attack Groups from aircraft remaining
Steer CV into the wind/D4: 1= 45° port, 2-3 = No Change, 4= 45° starboard
Mission #1: Throw 2D6 vs IJN. High score launches first.
Bill P. CinC
Nick K. Attack Group Commander
Greg B
Dan E.
Morgan E.
Bob M.
Todd C.
Mission #2
Starts after Mission #1 when rearmed/refueled.
Order of Battle:
Lightly or undamaged aircraft returning from Mission #1
Lightly or undamaged aircraft returning from Mission #1
1x Fighter, 1x Dive Bomber unavailable earlier
Assign Aircraft to CAP and Attack Group(s) after rearming/refueling.
Assign Aircraft to CAP and Attack Group(s) after rearming/refueling.
IJN
More skilled pilots
Better torpedoes and longer range
USN aircraft shooting at Zeros add +1D6
Turning Template A is available only for Zeros
Mission 1 Attack Group aircraft may launch all planes on the same turn
If Shokaku is out of action, bring on Zuikaku
Bonus Card A/A Fire unavailable
Pilots may attempt to crash land on a friendly beach or near friendly ships in the water
USN
Good pilots but with less experience
Poorer torpedoes and shorter range
Radar aboard carriers
Yorktown has side armor belt
Mission 1 Attack Group aircraft launches on two consecutive turns
If Lexington is out of action, bring on Yorktown
Pilots may attempt to crash land/bail out on the water, on a friendly beach or near friendly ships
FRIENDLY ANTI-AIRCRAFT FRIE
Fighters within 20cms of the enemy receiving A/A must throw for A/A friendly fire too.
ALTITUDE EXPERIMENT
Low 100' or less: Torpedoes may only be dropped on the deck
Medium: 5,000'
High: 10,000'
Aircraft must be at the same level to engage each other
Climbing costs -5cm per level
Descending costs nothing
Shell splash plumes are only at Low Level. Contacting aircraft destroyed
Perspective
Fighters have 12 turns of fuel. No fuel consumed until 2nd. turn aloft.
USN aircraft shooting at Zeros add +1D6
Turning Template A is available only for Zeros
Mission 1 Attack Group aircraft may launch all planes on the same turn
If Shokaku is out of action, bring on Zuikaku
Bonus Card A/A Fire unavailable
Pilots may attempt to crash land on a friendly beach or near friendly ships in the water
USN
Good pilots but with less experience
Poorer torpedoes and shorter range
Radar aboard carriers
Yorktown has side armor belt
Mission 1 Attack Group aircraft launches on two consecutive turns
If Lexington is out of action, bring on Yorktown
Pilots may attempt to crash land/bail out on the water, on a friendly beach or near friendly ships
FRIENDLY ANTI-AIRCRAFT FRIE
Fighters within 20cms of the enemy receiving A/A must throw for A/A friendly fire too.
ALTITUDE EXPERIMENT
Low 100' or less: Torpedoes may only be dropped on the deck
Medium: 5,000'
High: 10,000'
Aircraft must be at the same level to engage each other
Climbing costs -5cm per level
Descending costs nothing
Shell splash plumes are only at Low Level. Contacting aircraft destroyed
Perspective
Ships are 1/2400 scale as viewed from aircraft far away.
Aircraft are 1/285 or 1/300 scale. You are in the planes.
Newest pilots will fly bombers.
Newest pilots will fly bombers.
Fighters have 12 turns of fuel. No fuel consumed until 2nd. turn aloft.
Losses and points will be tracked.
Play turns speedily.
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