SCENARIO PER VICTORY

di Matt Geiser & Enrico Buffo

Operazione Olympic/Coronet

L'invasione del Giappone, 1945

Introduction

Prior to the deployment of atomic bombs against Japan, the US planners had drawn up a scenario to capture the Japanese islands by conventional forces. At the time Japan had 57 infantry divisions and 2 armored divisions deployed on Kyushu (14i), Honshu (38i,2a), and Hokkaido (5i). Operation Coronet was the planned invasion of Honshu near Tokyo, 9 infantry divisions, 2 armored divisions, and 3 marine divisions were earmarked for this operations. Operation Olympic was scheduled to take place simultaneously on the island of Kyushu. Olympic had 9 infantry divisions, 3 marine divisions, and 1 armored division.  A simultaneous invasion of Manchuria and Sakalin by the Russians would probably have occurred as well.

US casualties were expected to be quite high, some estimates were placed around 100,000 US dead, others placed this figure at nearly 500,000. Certainly the Japanese were unwilling to surrender despite their perilous status. Even after Hiroshima the japanese were still resistant to the idea, however the second atomic weapon, along with vague threats of a sustained and continous atomic destruction of the japanese people gained the surrender.  On the other hand, the US was also quite willing to shed considerable blood to defeat this intractable enemy. US foreign policy would probably have not been seriously altered until US dead numbered over a million. The soviets after all paid a much higher price (10 million dead) to carve out their empire. However, it is unlikely that even the ambitious capture of all Japanese held territory would have resulted in such high casualty levels.

Numero Giocatori : 2 - Mappa da usare : numero 8,10,7

Japanese force

 
Coronet force

Olympic force

 

Japanese forces

(location: NumberxType/CV strength)
Anywhere in Island of Kyushu (island with city of Yakut): 2xAY4, 3xIN3
Mitka IN3
Abukabi (Nagoya) AY4, IN3
Mitlah IN2
Soma IN3
Vizkara IN2
Burkhat (Tokyo) AY4, IN4
            -1 hex NW of Burkhat: AR2
            -1 hex W: IN4
            -1hex N: IN4
Ferkin IN2
Troy MT4
Ozgata EN4
Bursa MT4
Kamen EN1
 

American Forces

Coronet- any full sea hex near Burkhat (Tokyo)
IN3, MA3, IN4, IN2, AR2, Supply4
CV4x2, BB4x2,CA4, DD6x2,FA4,DB4

Olympic- any full sea hex south side of Kyushu island
MA3, IN4, IN3, IN2, AR1, supply4
CV4x2, BB4x2,CA4, DD6x2,FA4,DB4

Shaktoulik (CHINA) HB4x2
Komak (Okinawa) HB4 (double range 12/12- B29s)
 
 

Supply Rules

1- Japanese cities are at ½ PP value. A 1PP city may produce new units or steps on a dice roll of 1-3 in 6 (roll separately for each 1pp city)
2- US gets 5PP off-map support, may be added to any unit in supply. Cities do not provide any supply.
 

Special rules

1-Japanese may not use sea movement, they may only build IN, AY, MT, EN or AR units.
2-All US army units are Amphibious, they may conduct landings, including assault landings. US marines may attack during the first round of an assault landing.
3-2 naval units (including amphibious or marine ground units) may attack a land hex across each all sea hexside, thus resulting in temporary overstacking ( a modification of Jim Masons rules), Excess units in the hex after the attack must retreat to a friendly hexside. Note that coastal hexes have between 1-3 all sea hexsides, which make some hexes more vulnerable to invasion.
JM1-A maximum of 2 army blocks may remain in any city, mountian, or swamp hex, 3 in any forest hex, and 4 in any clear hex.
JM2 (modified) -A city can only be put out of supply by completely surrounding it by occupying every adjacent hex (a naval blockade will cut all full sea hexes and sea access to coastal hexes), out of supply cities no longer produce units, and can only support a number of units equal to their PP.  (japanese fanaticism rule)
JM3-Any number of army units may attack a hex (though they must obey hexside restrictions), resulting in temporary overstacking. Excess units must retreat to a friendly hex after the combat is finished.

(JM- Rules incorperated from Jim Masons Optional Rules)
 
The game looks nicer when playing with
US and Japanese Unit Counters from Enrico Buffo

Victory

Generally the Japanese will loose by game turn 10, all Japanese forces having been exterminated. This will cost the typical US player 25 steps of units (150,000 casualties). Higher losses or longer time will be Japanese player victory, shorter time or fewer losses will be a US player victory.  Will have to run a few more trial games to generate various victory levels.

Note: Playtested twice, 13 US divisions, 8 air wings, and 2 battleships were lost in game 1 which ended on game turn 9, 17 US divisions, 6 air wings were lost in game 2 which ended on game turn 11.

e-mail : ruggibuffo@iol.it

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