Scenario 6
Midway
By
Alan R. Moon
Time: 0100, 4 June to 2400, 6 June (72 turns)
Weather: Scattered Clouds
Allied Order of Battle
CV Enterprise
CV Hornet
CV Yorktown
CA Astoria
CA Minneapolis
CA New Orleans
CA Northampton
CA Pensacola
CA Portland
CA Vincennes
CL Atlanta
17DD, 12SS
Sea Based
Planes: 37 Dauntless, 14 Devastator, 26 Wildcat
Land Based
Planes at Midway: 2 Avenger, 3 B-17, 1 B-26,
7 Buffalo, 8 Catalina, 6
Dauntless, 5 Vindicator, 2 Wildcat
Land Based
Planes at Hawaii: 6 B-17, 2 B-24
Land Based
Planes at Johnston Island:
2 Catalina
Allied Ships’ Starting Positions
- CV Enterprise, CV Hornet, CV Yorktown, CA
Minneapolis, CA New
Orleans, CA Northampton,
CA Pensacola, CA Vincennes,
CA Astoria, CA Portland,
CL Atlanta, 17DD, 12SS must begin in any hex in rows U-YY.
- Optional Rule: Allied submarines may not set up within 5 hexes of any
Japanese potential deployment or entry hex.
Japanese Order of Battle
CV Akagi
CV Hiryu
CV Kaga
CV Soryu
CVL Hosho
CVL Zuiho
AS Chiyoda
AS Nisshin
AV Chitose
AV Kamikawa
CAV Chikuma
CAV Tone
BB Haruna
BB Hiei
BB Kirishima
BB Kongo
BB Mutsu
BB Nagato
BB Yamato
CA Atago
CA Chokai
CA Haguro
CA Kumano
CA Mikuma
CA Mogami
CA Suzuya
CA Myoko
CL Jintsu
CL Nagara
CL Sendai
CL Yura
42DD, 15AP, 3PG,
4SS
Japanese Planes’ Starting Positions
- Sea Based Planes with Group One: 2 Jake, 1 Judy, 23 Kate, 3 Pete, 30
Val, 25 Zero.
- Sea Based Planes with Group Three: 4 Kate, 4 Zero.
- Sea Based Planes with Group Four: 3 Dave, 10 Pete.
- Sea Based Planes with Group Five: 3 Kate.
- Land Based Planes at the Marshall Islands Base: 5 Mavis.
Japanese Ships’ Starting Positions
- Group One:
CV Akagi, CV Kaga, CV Hiryu, CV Soryu, CAV Chikuma, CAV Tone, BB Haruna, BB
Kirishima, CL Nagara, 12DD begin in any hex in area A.
- Group Two:
CL Jintsu, 10DD, 15AP, 3PG begin in any hex in area B.
- Group Three: CVL Zuiho, BB Hiei, BB Kongo, CA Atago, CA Chokai, CA Haguro,
CA Myoko, CL Yura, 8DD enter on turn 3 in any of hexes A15-A25.
- Group Four: AV Chitose, AV Kamikawa,
CA Kumano, CA Mikuma, CA Mogami, CA Suzuya, 3DD enter on turn 4 in any of
hexes A30-A35.
- Group Five: CVL Hosho, BB Mutsu,
BB Nagato, BB Yamato, AS Chiyoda, AS Nisshin, CL Sendai, 9DD enter on turn
12 in any of hexes A1-A5.
- 4SS:
According to the Optional Submarine rules.
Special Rules – Allied Only
- Allied CVs and Midway have radar.
- Wildcats have a BHT of 7 for Air-to-Air
Combat.
- The 6 Dauntless that are based at Midway
may not make Dive Bombing attacks.
Special Rules – Japanese Only
- Japanese APs may unload only in the
Midway hex.
- If the Japanese unload 250 or more points
in the Midway hex, Midway becomes a Japanese base for all intents and purposes,
on the next turn. Any remaining Allied planes on the ground at Midway are
considered eliminated.
- Only Kates may land on and take off from
CVL Hosho.
- AS Chiyoda and AS Nisshin each have one
midget submarine on board. These subs may only be launced in the Midway
hex and must remain in the Midway hex at all times. To launch or retrive
its midget submarine, an AS must not move that turn. A midget submarine
has no AAF, and has only one attack factor.
Special Victory Conditions
- Automatic Victory Level: 300.
- Unless automatic victory has occurred,
the American player wins if he can
prevent the Japanese player unloading at least 200 points on Midway
by game’s end.
- Unless automatic victory has occurred,
the Japanese player wins if he
unloads at least 200 points on Midway by game’s end.