IJN Carrier attack on Hawaii - January 1942. Wargame for thread in progress.

Well I do not if they have the range, but if Pearl's fighters can get to the US carriers to help with cap then they could assist in the defence of the carriers while the carriers planes zoom off to get a fee Japanese decks.

Then just pray you still have carriers to land on after the battle. :D
 
One of the key rules in the book of war, is not to do what the enemy might suspect you to do. If I may lend some advice from RTT and TTS games I have played vs players, this advice is golden.


From the US perspective, they have a fall back position, that means that the prime US objective is survival and defence. Hence the end goal does not require elimination of the Japanese fleet, only a mitigation of its ability to score highly.

Critically this allows the US player the ability to conduct a risky strike knowing that even if it fails, there is room for manoeuvre combined with this they have the element of latent initive due to the goals of the Japanese.


From the Japanese perspective, they are committed to a single objective, strike, but not be struck. There is the danger of hubris in a successful 'first skirmish', yet this is also mitigated by an appreciation of the US latent initiative of being able to have a risky manoeuvre to allow the first blood to the opponent to allow the coups de grace.


Thus knowing that, if both players are appreciating each others views of themselves, then the Japanese player would be cautious, and the American player risky.

If you double blind that, then either could take the other stance expecting the former.

However, from the American perspective, they gain nothing from double blinding, because they are choosing to forgo a lure and/or give up the initiative This makes no sense, thus the Japanese player should conclude that the US will not make this move.

Thus from this perspective, the Japanese player should expect an American attack, and expect it to be either overwhelming or probing.


From the US player, they could reason the Japanese player could reason this, hence may opt for an overwhelming attack, since a probing attack would likely be loosing units in attrition.

Thus the Japanese player should reason; US (mostly) full strike inbound. Hence fly a strong CAP. The more tricky perspective for the Japanese position is to stick to course, or 'jink' following/pending known positioning. Since if the US engage and scout, then they know the TF composition, rough strength and otherwise have the initiative no matter what.


The key issue here is what the Japanese player knows about his positioning, and his opponents positioning. While could allow several notions;

1. Strike the US ships with a mission from another TF while it is engaging the spotted Japanese ships.

While this might be a weaker probing attack, and its fairly unknown as to the amount of assets the US player may retain and not use offensively, it has the capacity to dent the US strength strongly if conducted in force.

However it also gives the game away to other TFs in the region, and will force the US to go defensive having lost units early, this will frustrate later ruses and attacks.


2. Use spotted assets as a lure.
Knowing that the US may very likely order a strong attack on the spotted ships, one could use your assets in a supporting manner to fly more missions to CAP than the TF could muster itself. In effect laying a trap.

While I'm not sure through the rules, this would be a valid tactic to pull of, and a possibly very successful one because it allows you to shield other TFs location and deliver decisive battle.


3. Shock and Distraction.
If this is a 'minor' TF one could let it wither and die, for better positioning of the stronger assets, this nets a small amount of initiative, but also belays the US positioning allowing more scouting and a better evaluation of the US position allowing the remaining assets to be committed more efficiently.


4. Scatter and Confuse.
While this is a fairly 'high stakes' war-gaming scenario, from table top and elsewhere, the breaking up of units and general dissolution of a formation frustrates an opponents ability to score decisive strikes against you, even if it greatly weakens your assets. When the opponent is unknown, it can look like a weakness or utter failure of command and so play the opponents psychology to act rashly or to pursue.

The big downside is when they don't fall for that and defeat in detail the assets that scatter with appropriate force. What's more scattering units give scouts more ability to 'get lucky'.




So what should the commanders do? Well each will have their overall plans, which we are not privy to and they should not divulge lest our chatter give away something or general intent of the other. I would suggest they stick to such plans, and not in general get too bogged down in the various bluff and counter bluff ruses that could be deployed against them.

Why? From RTT games if you focus on double bluffing your opponent to lead local victory, there is the great danger that if they realise this, will tripple bluff you and use it against you on a much larger scale. i.e. the notion of working out your opponents strategy, in this case to play the opponent for a fool.

An appreciation of the options of the opponent is important, but your ability to gain your objective is to be clear in your own strategy and work to it, rather than letting yourself get bogged down in the tactical/operational level engagement.



Another note:
The randomness in the rules suggests that on average the player that roles better, earlier is going to have unfair advantage over the player that roles better later. While this is metagaming, allowing players to see the results of roles is fundamentally bad, because it allows them to reason along these lines for if they have the metagame or not. As GM its just better to be fair and keep a record of roles, and if the players have and issue, just produce the record at the end of the game, since then one can apply statistical analysis to see if the roles were fair and Gaussian, or biased in any way.







I watch with interes
 
For the IJN this is the chance to nail the carriers that were not at Pearl Harbor on December 7. Attack!
  • At this stage of the war being the first to strike is critical.
  • It is very unlikely the USN has any more carriers in the Pacific. They know the USN total is 7. They know they torpedoed one in January. They know that Hornet was commissioned October 31 so is unlikely to be ready. Ranger was known to be in Atlantic.
For USN launch strike from carriers on located Jap carriers. Send land based fighters to escort attack. Hold Hawaii bombers until further sightings. (Hawaii can not be sunk)
 
It seems like destroyers are not included in search. That's probably reasonable and realistic, but we can assume they're present, right?

Destroyers are left out of this game for combat, but they are present for fuel calculations. Each player has to watch his DD fuel levels because if he runs them out of gas he loses victory points.
 
Well I do not if they have the range, but if Pearl's fighters can get to the US carriers to help with cap then they could assist in the defence of the carriers while the carriers planes zoom off to get a fee Japanese decks.

Then just pray you still have carriers to land on after the battle. :D

The US CV's are too far out from Oahu for CAP at Oahu to protect them.
 
For the IJN this is the chance to nail the carriers that were not at Pearl Harbor on December 7. Attack!
  • At this stage of the war being the first to strike is critical.
  • It is very unlikely the USN has any more carriers in the Pacific. They know the USN total is 7. They know they torpedoed one in January. They know that Hornet was commissioned October 31 so is unlikely to be ready. Ranger was known to be in Atlantic.
For USN launch strike from carriers on located Jap carriers. Send land based fighters to escort attack. Hold Hawaii bombers until further sightings. (Hawaii can not be sunk)

A couple of points here.

The combat system is designed for FTF boardgaming, but should return results that are broadly 'historical'. At this stage of the war, fighters are pretty lethal against unescorted bombers, but anti-aircraft defences on both sides are very poor - the IJN doctrine at Midway, for example was that ship evasion was more important than ship AA. A ship that has an AA rating of '2' or '3' in this game might have a rating of '6' later in the war.

Ship evasion is dependent on the ship - it's no secret that given average luck Hiryu is going to prove harder to hit than Kaga. The exception on the AA front is US carriers - even this early in the war they have some bite.

On the land/sea strike issue, the IJN force is range '4' from the US carriers and range '5' from Hawaii. If the US player launches from multiple locations his strikes will arrive randomly, biased towards the closer launch point. The IJN TF is in '1' level cloud, the US force is in clear open ocean. The IJN has an advantage for finding the enemy, the US forces are dealing with a stronger possibility of 'missing' the target.
 
Well with the planes from Peal too far away to help with CAP and being in clear weather, the Japanese have the advantage. Not only do they have more planes available, they also have some concealmeant from the clouds. YIKES!

Hope the US cap can do their job.

Look forward to how it all turns out.
 
one other reason for an all out strike: It's the last daylight turn coming up (4 pm to 8 pm)...anything else you happen to spot on the upcoming turn, is going to be unable to be attacked by aircraft anyway.
 
one other reason for an all out strike: It's the last daylight turn coming up (4 pm to 8 pm)...anything else you happen to spot on the upcoming turn, is going to be unable to be attacked by aircraft anyway.

Yep, that's good thinking - in order to get two strikes in one day, the first strike has to be during the 8am-12pm turn.
 
I had forgotten about the time so you are right about going all out. Now if only the US player had a few subs to get in strikes before or after the battle to even the score and maybe take out the planes on carriers. :D
 
Bob in Pittsburgh said:
It is very unlikely the USN has any more carriers in the Pacific. They know the USN total is 7. They know they torpedoed one in January. They know that Hornet was commissioned October 31 so is unlikely to be ready. Ranger was known to be in Atlantic.
IRL, that would be true. In game terms (& you'd have to get Glenn239 to confirm), I don't think it is. If the USN side takes losses, we'll see if new CVs are in play or not. My sense is, the game duration won't allow it: this seems a tactical game, not a strategic one, so starting assets are all you get.
zert said:
I had forgotten about the time
I really had, too.:eek:
zert said:
Now if only the US player had a few subs to get in strikes
I would be happy with that, given how ineffectual U.S. boats were.:p

OTOH, IJN boats, which I do have, could be a threat to the U.S. TF.:cool:
 
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In late January, sunset is slightly after 6pm Hawaii time. 4pm is actually a little late to launch a strike and then retrieve the planes in daylight.

Can the USN launch their planes and have the recover on Hawaii after dark? The navigation issues will be much easier, as will landing in the dark. Then they can shuttle out to the carriers in the early AM and arrive after dawn.
 
In late January, sunset is slightly after 6pm Hawaii time. 4pm is actually a little late to launch a strike and then retrieve the planes in daylight.

Can the USN launch their planes and have the recover on Hawaii after dark? The navigation issues will be much easier, as will landing in the dark. Then they can shuttle out to the carriers in the early AM and arrive after dawn.


I think that's being handwaved due to the 4 hour turns
 
ScrewySqrl said:
I think that's being handwaved due to the 4 hour turns
So far, it's been more a matter of "you can't see that because it's dark".:p Fine detail like that hasn't arisen.:)
 
Well very intersting times await the players. I will guess we shall see if this will be a Chinese version of this parable.:D
 
I think that's being handwaved due to the 4 hour turns

Right. When I checked online at Hawaii daylight is about 11 hours, 15 minutes in early February - roughly 7:05 am to 6:25 PM. So the game gives 45 extra minutes of daylight to shoehorn the universe into a 6-turn per day format.
 
Can the USN launch their planes and have the recover on Hawaii after dark? The navigation issues will be much easier, as will landing in the dark. Then they can shuttle out to the carriers in the early AM and arrive after dawn.

Both players have their special rules on night operations. Generally speaking, its safe to say both sides are trained and able to conduct them, but that they are less effective and fatigue the pilots during daylight hours.
 
Rear Admiral Halsey aboard flagship USS Enterprise, 250 miles NW of Oahu.

TF8 had arrived at the rendezvous point for fueling operations as planned and no sooner had the destroyers lined up to take their turns at the gas station, then an enemy single engine carrier aircraft had been picked up on radar. CAP had chased and splashed the intruder, but not before it got off a sighting report. Without hesitation Halsey had ordered the tankers to stand clear and brought TF1 into line for battle.

The morning search had been baffling - Oahu had reported that several single engine biplanes had been playing hide and seek with P-40's over Oahu, but no reports of enemy activity had reached the Enterprise by noon. Guessing that the enemy was lurking in a system 250 north of Oahu, Halsey kept his carriers on alert and sent out a second wave of scouts.

Soon after the Kate intruder had hit the water, an SBD from the Enterprise had reported two carriers 250 miles NW of Oahu. A further report indicated cloud cover and enemy Zero fighters, then nothing.

The 'Bull' did not hesitate. Where there is two carriers their may be more. He signalled to Yorktown, "attack enemy carriers detected with all available aircraft". Shortly thereafter, both his carriers turned smartly into the wind and started their launches. This proceeded smoothly, and first Enterprise, then Yorktown's groups disappeared into the east.

It seemed like only moments later that the air intercept officer barked a warning of about '40' bogies inbound bearing 80 degrees, range 50 miles and closing....
 
Halsey stands silently, listening as Enterprise's AIO vectors the CAP onto the incoming strike. Soon, both Blue and Red flights report 'bogies' and dive into the attack. Within minutes nine enemy torpedo bombers have fallen into the sea as angry Wildcats make high speed passes at the heavily laden bombers.

The strike's escort mix in with the Wildcats as they make their passes, and keep them occupied in a swirling ballet that cascades in every direction. The Claudes are badly overmatched, however, and three of their number follow the stricken torpedo bombers down, with another pair sent smoking heavily back to the east.

Zuiho's strike leader had watched with a detached horror as enemy fighters had plowed into Shoho's strike group. Ahead on on the horizon he could see two YORKTOWN class carriers surrounded by 4 heavy cruisers. What appeared to be two tankers lay outside of the formation. He was perplexed - they appeared undamaged. What of the massive Kido Butai strike he had seen departing even as his tiny force was forming up? Did he really arrive first at the enemy's location? What bad luck! "All aircraft, go in!", he signalled, and his group to make an anvil attack on the closest carrier.
 
Halsey stared on in facination as the enemy group split into two equal formations and began diving at Enterprise from both bow quarters and Captain Bennett barked orders to the helm.

The group diving from the starboard drew the attention of the escorting cruisers. Even one of the tankers spoke up in the Big E's defence. But the AA fire was ragged and far behind the onrushing formation. Halsey rushed to the port side where the Big E's own considerable AA lashed out as if perfectly aimed. One by one,enemy bombers cartwheeled into the sea and the sole survivor dropped wildly before pancaking in.

Captain Bennett ordered full starboard on helm, then reversed to port after two torpedoes passed close astern. The ship turned hard into the tracks of two more fish passing each side of the carrier.

The surviving enemy bombers maybe 4 of them - roared low past the unharmed Enterprise, their tail gunners lashing out in frustration. A couple of F4F's picked them up on the far side of the formation and gave chase half-heartedly, but soon gave up. Elsewhere, the bitter dogfight between the escorts and CAP continued and then petered out as both sides retreated. Somewhere, another 4 Claudes and 4 Wildcats had fallen.

Aboard Enterprise relief swept the bridge even as a handful of 'bingo' CAP fighters requested permission to land. The enemy had done his worst and the ship was intact.
 
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