Scenario 8

 

Reinforcing Henderson Field

A Hypothetical Scenario by James Lutz

 

Time: 0800, 20 May to 1900, 24 May (108 turns)

Weather: Scattered Clouds

 

Allied Order of Battle

CV Hornet

CV Lexington

CA Astoria

CA Australia

CA Chester

CA New Orleans

CA Minneapolis

CA Quincy

CA Vincennes

CL Hobart

CL Raleigh

CL San Juan

15DD, 2PG, 6AP, 6SS

Sea Based Planes: 25 Dauntless, 14 Devastator, 16 Wildcat

Land Based Planes at Espiritu Santo, Henderson or New Caledonia: 3 B-17, 6 Buffalo, 4 Catalina, 1 Hudson

Land Based Planes at Australia or Port Moresby: 3 B-17, 7 B-25, 12 B-26, 2 Beaufighter, 2 Catalina, 3 Hudson, 19 P-39, 4 P-40

 

Allied Ships’ Starting Positions

  1. Quincy, Vincennes, Australia, Hobart, San Juan, 6DD, 6AP, 2PG in Sector VI and/or VII within eight hexes of the south edge.
  2. All other ships enter Turn 1 or later anywhere on the east board edge in Sector VIII due south of Vanikoro; Turn 4 or later, anywhere on the south edge of Sector VIII; Turn 6 or later, anywhere on the south edge of Sector VII; Turn 9 or later, anywhere on the south edge of Sector VI; Turn 12 or later, anywhere on the south edge of Sector V.

 

Japanese Order of Battle

CV Hiryu

CV Zuikaku

AV Kamikawa

BB Kongo

CA Aoba

CA Atago

CA Haguro

CA Kako

CA Kinugasa

CA Maya

CA Myoko

CL Kitigami

CL Jintsu

CL Tenryu

CL Yubari

20DD, 7PG, 3AP, 9SS

Sea Based Planes: 3 Dave, 16 Kate, 4 Pete, 14 Val, 15 Zero

Land Based Planes at Buka, Kavieng, Lae, Rabaul, Shortland and/or Truk: 13 Betty, 8 Kate, 5 Mavis, 18 Nell, 2 Rufe, 6 Val, 24 Zero,

 

Japanese Ships’ Starting Positions

  1. 3AP, 7PG and up to 5DD at Rabaul or may enter with other ships.
  2. All other ships enter Turn 1 anywhere on the north edge of Sector III; Turn 3 or later, anywhere on the north edge of Sectors II, III and /or IV; Turn 7, anywhere on the east or west map edge of any sector.

 

Special Rules – Allied Only

  1. All Allied bases, CV, CA and CL have radar.
  2. Allied APs may only unload in the Henderson hex.

 

Special Rules – Japanese Only

  1. Japanese bases Rabaul and Lae and CV have radar.
  2. Japanese APs may unload in any Guadalcanal hex except Henderson.

 

Special Rules – Both Players

  1. Use base values as given in the “Eastern Solomons” scenario.
  2. The Optional Rule - Expanded Ship Functions, 7. Ammunition Reloads, is compulsory.
  3. APs and APDs may transfer troops amoung themselves at the rate of 3 points per turn that the ships are anchored in port, including a captured port.

 

Special Victory Conditions

            These have been modified somewhat from James Lutz’ original, to eliminate potential contradictions.

  1. Japanese score 25 points if they unload more troops on Guadalcanal than the Americans do at Henderson.
  2. Japanese score 25 points if the Americans fail to unload at least 15 points at Henderson.
  3. Victory goes to the player who has accumulated 25 more points than his opponent at the end of the game.
  4. If neither player has a 25 point lead at the end of the game, the game is a draw.
  5. Automatic Victory Level = 250 points.

 

James Lutz’ Players’ Notes

“Scenario #8 is basically a variation of Scenario #3, and deals with the early stage of the lengthy battle of Guadalcanal. The scenario does provide better balance, since the Japanese aircraft are not as outnumbered. Guadalcanal is, as expected, the focus of the action, and the American player must reinforce Henderson Field or lose. The superior Japanese surface fleet could come into play around the island, particularly against the transport fleet which must appear sooner or later. The Japanese player may also gain points by reinforcing the Imperial Army on the islands, although this course of action may not always be necessary or wise for a Japanese victory. IF the American transports are sunk or tuned back, victory will be long to the Japanese player in any case.