Pokazywanie postów oznaczonych etykietą Far East. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą Far East. Pokaż wszystkie posty

sobota, 19 września 2020

Sink the Shoho! - scenario for Blood Res Skies


This scenario is inspired by events that took place 7th of May 1942 near Misima Island. Japaneese main assault Force heading Port Moresby was noticed by the US reconnaissance units. The fleet consist of one light carrier Shoho, four heavy cruisers and some minor ships was attacked by the bombers USN TF17. 

The Americans managed to make attack by surprise. Limited CAP tried to engage US bombers, when the other Zero and Claude fighters tried to take off under enemy fire. Japaneese fleet lined up in tied, diamond like formation with a cruisers settting up heavy flak barrage.

Opposing forces:

US NAVY airforce consist of three squadrons: 6 Dauntless dive bombers (regular), 6 Devastators torpedo bombers (regular), 3 Wildcat fighters (regular) is an attacking force. Primary target for the attacker is to sink enemy carrier. Secondary target is to make as much damage on other Japaneese ships as possible.

Japaneese fleet and Navy airforce consist of 1 carrier, two cruiser ships, up to six A6M2 Zero fighters (regular) and - optional - six D3A Val as a substitute fighters (rookie) ist considered to be defender.

Deployment sequence

At the begining, defender player places carrier marker (it could be 10" long marker or a model - I'm using 1/700 ones) in the center of the 4'x4' table. 12" from each side of the carrier place cruisers markers. Then attacker places his squadrons in minimum 2 aircraft elements 1" from the any table edge (the player may choose initial advantage level). When the attacking force is deployed defender may set up his flak barrage: 4 per each ship. The player can use it against high operating targets (flak barrage) or huging the waves (splash barrage).  At the end defender places element consist of 2 Zeros in High cover on any table edge. The rest of Japaneese fighters are "on deck"  and may take off after actication of all aircrafts on table.

Special rules

Instant take off: When the all other planes on table are finished, the defender player may try to take off with up to two fighters (within a limit). To do so he need to make a maneouvre test for each plane. If succesfull place the model 1" from the carrier prow in disadvantage state. 

Staffing deck: the attacker may choose to make a straffing attack against carrier deck. For each success remove one Japaneese fighter being there. 

Evasive actions: at the begining of any turn defender plyer may decide evasive actions for his carrier. For each succesfull attack this turn you need to roll D6. On 4+ the hit is scored as normal, otherwise is dodged by the carrier. Aircrafts cannot take off from the carrier making evasive action the same turn.

No hope for retreat: Enemy attacking home deck. Japaneese fighter squadron in this scenario is unbreakable. 

Victory: 

Sinking of Shoho means automatic attacker victory, breaking all bomber squadrons (without sinking Shoho) means defender victory. In any other case sum up Victory points: 1VP for each inflicted Boom chit, 1VP for each inflicted hull hit.

Optional rules

Battle plan: Before deployment attacker dividing his force into battlegroups and secretly writing down targets for each of them. To determine the victor in this option the players need to sum up the victory points (defenders as above), attacker double his VP for each objective completed and deduct the value of VP for not completed objecitves. Battlegroups cannot attack other target than appointed at the begining of battle.

czwartek, 17 września 2020

Aichi E13 - back office worker

 

I would hazard a guess that reconnaissance aircrafts are the most underestimated aircraft category at war. Alhough very importand job they did on the battlefield they stayed forgotten. Responsible for  reconnaissance was critical and decided the outcome of the many struggles, especially on the Far East. 

During Operation C (Japaneese raid on Ceylon) missing radio transfer from Catalina saved the IJN fleet from counterattack of FAA planes. During Operation Mo (that is known as a battle of the Coral Sea) misidentification of Neosho as a carrier makes easy victory slipped out of the Japeneese hands. Radio damage on the reconnaissance plane made Japaneese blind in the crucial moment of the Midway battle.

Considering that I decided to create scout mission scenario  concentrated on the comlicated and not appreciated work of reconnaissance patrols. I belive in campaign games it could be expanded on misidentification model that makes games even more excited.

As we have quasi official stats for PBY Catalina flying boat it would be nice to have the similar numbers for the most popular Japannese reconnaissance aircrafts. The most popular one was Aichi E13 operated from seaplane carriers or cruisers. For now let me introduce E13 Jake.






 


środa, 16 września 2020

G4M Betty - fast girl :)

 

Never planned to expand my Japaneese Navy Air Force more than carrier operated one. Unfortunately during COVID events I had plenty of time for reading and came across some books concerning early war struggles on the Far East. Social distance requirements led me into making some solo scenarios for Blood Red Skies. One of them was a Kuantan battle with G4M Betty as a main character. 

My new The Betty's models came from Armaments in Miniature range. They look really good, especially in full makeup :). Please meet Betty.

 





 

Betty card is included into Japaneese expansion pack from Warlord is quite fast (for a bomber) but - as the most Japaneese aircrafts - vulnerable airplane so she needs "bodyguard". 

 





poniedziałek, 17 sierpnia 2020

Scout mission - BRS scenario

 

 

This scenario was inspired by the first phase of Midway battle when each fleet tried to search for the enemy. 

The scenario took place over the ocean. Attacker side use a single airplane use for reconnaissance. It is recommended to use a special one as for example PBY Catalina but of course the players are free to choose for this mission any other airplane.

Defender has a pair of carrie based fighters and ... a hidden warship somewhere nearby.

Deployment sequece:

The defender place the fighters (regular) in the High cover at any point of any edge. Then the Attacker place the Scout plane (Veteran) 6" from any edge (9" if the plane is multiengine). 


Game length:

The scenario continuous until the Scout plane is lost/driven off or the fleet is spotted and examined


Victory:

The game ends with decisive victory of scout player when he manage to successfully: spot and examine the target. If the scout plane is destroyed or driven off the game ends with decisive victory of defender, another is a draw

Scpecial rules:

Spotting: the scout plane can use a special spotting action during Pilot Action phase. 

Make a Pilot test 

+1 dice if the scout plane is multipersonel

+1 dice if the scout plane is special reconnaissance aircraft (i.e flying boat or hydroplane)

-1 dice for one man airplane

-1 dice for overcasting (more than 4 cloud markers)

If the test is successful roll 3D6 + scatter and place a token in the proper length and direction from the scout plane base. 

Examine: the spotted fleet should be examined to submit a full report. When the fleet token is within the 6" the scout plane can make another pilot action (Examine). Make a Pilot test with all modificators above plus:

+1 dice if the scout plane is disadvantaged

+1 dice if the scout plane is multipersonel

+1 dice if the scout plane is special reconnaissance aircraft (i.e flying boat or hydroplane)

-2 dices if the token is under the cloud

When the test is successful you can exchange the token with a proper ship model. 

Optionally you can use another action as Reporting. In this case to gain decisive victory the scout plane need to submit report to base. During the Pilot action the player can make a Reporting special test. Use the all modifiers from the spotting action plus:

-2 dices if the scout plane is disadvantaged

+1 dice if the scout plane is Advantaged

+1 dice if the scout plane is multipersonel

+1 dice if the scout plane is special reconnaissance aircraft (i.e flying boat or hydroplane)

 

PBY Catalina stats

Nation: US, Dutch, British, Australian, Canadian, Soviet
Date of production: 1939
Speed: 4 (196mph)
Agility: 0
Firepower: -
Traits: multiengine (2), Flying boat, Robust, Turret (360 Fp1)

 







środa, 29 kwietnia 2020

Big-game hunting - Solo Blood Red Skies scenario






It was said that no battleship was sunk by the  airplanes on the open sea yet. That's why admiral Philips decided to ambush Japaneese landing troops during dispembark at the root of Malay penisula with his Force Z squadron of two fast battleships. 


HMS Prince of Wales leaving Singapore - source wikipedia




His ships were follow hidden toward its target for quite long time, but eventually the party was discovered by the Japaneese reconnaissance aircrafts. Loosing element of surprise British admiral turned back to his base in Singapore. Meanwhile bombers and torpedo aircrafts hunted its prey. Eventually they tracked them down and attack wildly. The doom for a battleship comes. The two mainships were sunk in the open sea by the airforce


Source: weaponofwarfare



The Japaneese player's goal is to find and sink Prince of Wales before she returns to the Singapore base. He has at disposal a single element of three G3M Nell or G4M Betty twin engine bombers armed with torpedoes.






To play Big-game hunting scenario you need the regular 48x48" table. Before the game starts you need to determine position of PoW. Roll 3D6 and add the length of your ship marker (from bridge to stern) and place the ship in the proper place starting from the north edge of table heading south. Then place a flak barrage markers anywhare on the table. 

After that player place his 3 G4M Bettys (regular pilots) at the north edge of the table. The player chooses advantage level of the planes. All the aircrafts are laden with torpedoes.

At the end of each turn move the target battleship D6" direct toward the south edge of the table. The game ends when the target reaches the edge or is sunk. When the first wave of Japaneese bombers loose their payload another party of G4M appearing on from the North


British battleships under attack of Japaneese airforce near Kuantan, source - wikipedia

Optional rule:

Fighter cover: To make a battle more excited - and give a chance for a play a scenario with a living person - you could add fighter duel. Admiral Philips decided not to summon fighter cover from Singapore to hide his position from Japaneese. If this happen to determine initial PoW position roll 2D6.

Each player disposes pair of fighters (A6M2 Zero and Brewster Buffalo), secretly noting the turn number when his (or her) fighters arrive. At the proper turn the fighter element arrives at the North (Japaneese) or South (British) table edge (determine initial advantage level as usual). Each turn roll D6, on 4+ the fighter element receives one boom chit. When the number of boom chits exceed the number of figters, fighter element wthrows.