| Strategy
in 'East of Suez'
Operational
Scenario 2:
'Operation TRANSOM,' Part 1
By Doug McNair
July 2007
With our Great
War at Sea: Zeppelins supplement now
shipping to customers and Origins
2007 a pleasant memory, I’ve finally
got a chance to remedy the long drought of
strategy articles on our Second
World War at Sea series.
East
of Suez, our most recent SWWAS product,
adds a full sheet of real and never-built
ships to the SWWAS counter mix, and includes
dozens of historical and alternate-history
scenarios focused on Britain and Holland’s
attempts to preserve their influence (and
empires) in the Far East.
Today I’ll begin with one of the historical
scenarios, OPERATION TRANSOM. In it, a joint
British-American carrier force that had been
training together in the Indian Ocean mounted
a long-range raid against Japanese-occupied
bases on Java. After the raid the U.S. Carrier
Saratoga was to return to the American zone
of operations under British escort. Japanese
surface forces in the area were sparse (the
majority of the Imperial Japanese Navy being
deployed to the east to deal with the Americans),
but the combined force needed to travel a
long way to reach its destination. There was
ample opportunity for Japanese submarine and
land-based air forces to hit and disable a
few key Allied vessels, then vector-in Japanese
naval forces for the kill.
Player Objectives
The scenario is 100 turns long (just over
16 days). To win, the Allied player must score
at least 40 victory points and score more
VPs than the Japanese player. The Allied player
gets 8 VPs for each bombing or bombardment
hit he scores on the main Japanese base on
Java at Soerabaja, and 6 VPs for each hit
scored on other bases within 7 zones of there.
The Japanese player scores the full VP value
of each unsunk Allied ship that is not in
the American-held island port of Manus at
the end of play. Players score normal VPs
for eliminating and damaging each other’s
forces.
Allied Strategy
Given the fact that the Allied force starts
the game with two fuel boxes already burned
and has to traverse the entire length of the
Java map to reach its destination, hitting
the Japanese bases quickly to rack up the
needed 40 VPs is crucial. If the Allies stick
around Java too long, there’s a chance
that some of their ships may either run out
of fuel before reaching Manus, or may have
to slow down so much to conserve fuel that
the Japanese Reaction Force coming in from
off-board may catch them.
The Allied player has two carriers with powerful
air units, but only the American SBD-5 Dauntless
dive-bombers off Saratoga have a decent chance
of scoring more hits against Japanese bases
than Allied air units will take from Japanese
CAP and anti-aircraft fire. The Japanese score
6 VPs for each Allied air step eliminated,
so the Allies can’t rely solely on airstrikes
to get them a VP edge on the Japanese.
Allied battleships will have to make a quick
run under cover of darkness to bombard one
or more coastal Java bases at night, then
run like hell and hope they don’t get
torpedoed from the air. Those battleships
will need air cover so a carrier will have
to go with them, and only Allied ships with
higher fuel capacities will be able to mount
such a lightning operation and still make
it to Manus afterward.
So, the Allies will need to split their forces,
with the British carrier Illustrious escorting
the bombarding battleships while Saratoga
(which starts the game with only 11 fuel boxes
remaining) hits one of the easternmost Japanese
bases from the air and then starts the long,
slow voyage to Manus with lots of destroyers
escorting her as far as they can before their
fuel runs low. Allied subs should screen the
northern reaches of the Java Sea against incursion
by Japanese surface forces intent on picking-off
Allied stragglers.
Japanese Strategy
With most of their forces committed elsewhere,
the Japanese will have to pick their battles
very carefully. They’ve got substantial
land-based air forces on Java, but most of
their fighters are outclassed by their Allied
counterparts.
The Japanese start with just a small on-map
patrol force of one light cruiser and two
destroyers. But each time they spot an Allied
capital ship or carrier, or a Japanese base
gets hit by an Allied airstrike or bombardment,
they can roll to see if the Japanese Reaction
Force enters the map. The Reaction Force consists
of the carriers Zuikaku and Zhuiho plus heavy
escort, so the Japanese player wants to commit
lots of airpower to air search early so he
can make many Reaction Force entry dierolls
and bring them in ASAP.
But once it enters play, the Reaction Force
still can’t afford to be too aggressive.
It needs to hang back and let Japanese anti-aircraft
fire, land-based air and submarines wear down
Allied carrier strength. That way, when the
Japanese carriers finally hit the Allies they’ll
have numerical air superiority to compensate
for the Allies’ qualitative superiority.
The Japanese carriers should also be satisfied
with a few quick kills and then beat a retreat
to avoid a crippling counterattack by Allied
air or sub units. Either they or other Japanese
ships can then hang back and perhaps make
a late run against any disabled Allied ships
that can’t keep up with the Allied fleets
making for Manus. Or, they can leave that
to Japanese subs if the Allies are able to
do a good job of keeping their fleets together.
Game Summary
With that, here begins a turn-by-turn replay
of the OPERATION TRANSOM scenario:
Japanese Setup
The bases the Japanese have to cover against
Allied attacks are strung out all along Java
and adjoining islands, and there is no central
airbase from which fighters on CAP can cover
all the bases. So, they start with fighters
at Djakarta, Soerabaja, Bali and Soembawa,
and concentrate their search and strike planes
at the major airbase at Soerabaja (to give
them maximum CAP and AA cover) and Soembawa
(the easternmost base, which will have the
best chance of being within strike range of
the Allied fleets for as long as possible).
They deploy one sub flotilla of 3 x I Boats
four zones southwest of Bali, and the other
flotilla of 2 x I Boats in the straits west
of New Guinea, ready to intercept Allied fleets
heading for Manus. Their small on-map patrol
force starts on the north board edge in the
Karinata Strait.
Allied Setup
The Allies can setup their task forces anywhere within five
zones of zone BO-8 in the Indian Ocean. So,
they split their forces into two carrier groups,
with one led by Illustrious setting-up in
zone BJ-7 so that it can stay as far away
as possible from the central Java airfields
while making a bombardment run on the westernmost
Japanese base at Djakarta. The other carrier
group, led by Saratoga, sets up in zone B0-13
so its dive-bombers can hit the easternmost
bases at Bali or Soembawa and then make for
port at Manus. The Allies deploy their two
submarine flotillas in the Java Sea west of
Borneo, ready to intercept all Japanese naval
forces entering the map.
Day 1: May 15, 1944
The at-start weather on both halves of the
map is Clear.
Turn 1
In the Air Patrol Phase, the Japanese put-up
six steps of long-range recon aircraft on
Search missions, and three seaplane steps
up on ASW patrol. They fly CAP over most of
their bases, and leave torpedo planes and
dive bombers in the Ready boxes. Illustrious
puts three Corsair steps up on CAP and two
Barracuda steps up on ASW patrol, and leaves
the rest of her planes in the Ready box so
she can launch diversionary strikes against
the western bases on Java and draw Japanese
air units away from the main air effort to
the east. Saratoga puts three steps of F6F-3
Hellcats up on CAP, three steps of TBDs on
ASW patrol, and leaves the rest of her planes
in the Ready box to hit the eastern Japanese
bases.
In the Air Search Phase, Japanese search aircraft
fail to spot Illustrious’ group but
do spot Saratoga’s group (the CAP from
Saratoga fail to intercept the Japanese search
aircraft). The Allied player rolls an 11 on
the Air Search Results table, meaning he has
to report that the group has 18 ships and
contains battleships. The latter triggers
a Japanese Reaction Force entry roll, but
the roll of 3 means the Reaction Force is
not called-in yet. Neither side’s ASW
aircraft contact any subs.
In the Air Mission Assignment Phase, the Japanese
planes in the Ready box at the easternmost
base of Soembawa get a Naval Strike mission
against Saratoga’s group. Both carrier
task forces give Land Strike missions to all
available planes, with a small diversionary
strike off Illustrious plotted to hit Djakarta,
and Saratoga’s main strike plotted to
hit Bali.
In the Naval Movement Phase, the Japanese
patrol force moves south at maximum speed,
knowing the waters its in are almost certainly
sub-infested. It moves three zones southwest,
luckily staying outside the search range of
the British T-boats but entering the range
of the two Shark boats of the eastern flotilla.
The first sub fails to contact the task force,
but the second rolls a natural 12 and can
attack any of the three Japanese ships. The
Japanese player reports that the task force
has three light ships, and then rolls a 6
on his ASW roll and drives the sub off with
no losses to either side. Both Allied carrier
task forces move two zones northeast, and
they don’t enter the search range of
the Japanese subs southwest of Bali.
There is no surface combat, so the airstrikes
go in. The Japanese send two steps of torpedo
planes escorted by two steps of fighters out
of Soembawa to hit Saratoga, and they roll
a 5 and locate the carrier group. The American
CAP only rolls a 2 to intercept the airstike,
but due to the Improved Radar rule for Pacific
actions taking place in 1944 or later (24.43),
they get a +1 bonus and just barely intercept
the Japanese strike on a modified result of
3.
Saratoga’s three steps of Hellcats on
CAP tangle with one step each of Oscars and
Tojos escorting the Japanese torpedo bombers.
They splash the Oscars (6 Allied VPs), but
the Ki44s survive. However, the Hellcats take
no hits from the Japanese fighters and blaze
through to attack the torpedo planes, with
a full two-step Hellcat counter attacking
the relatively tough Peggies and a one-step
Hellcat counter attacking the Jills.
They miss the Peggies, who hit back hard with
defensive fire and kill a Hellcat step (6
Japanese VPs), but the Hellcats kill the Jills
(6 Allied VPs). One step each of Tojos and
Peggies get through American CAP to hit the
task force, but the hail of British ack-ack
around Saratoga is so thick (13 dice worth)
that there’s no way they’d get
through. So, hoping to disable a British capital
ship and let the subs in the area sink it
later, the Japanese hit the British battleship
Valiant on Saratoga’s left flank.
That lets the Allies roll just eight AA dice,
not enough on average to stop the attack since
the Tojos are flying in ahead of the Peggies
to soak up AA. The Allies roll their eight
dice and score one hit, killing the Tojo fighters
(6 Allied VPs) but leaving the Peggies alive
to loose their torpedoes at Valiant. They
do — and roll a one and two sixes! That’s
two hits, and since Japanese air-launched
torpedoes get a +1 bonus on the damage roll
this could be ugly.
The Japanese player rolls a modified 6 and
a 10 for damage, doing 6 Hull and 2 Tertiary
boxes on Valiant (18 Japanese VPs). That’s
just barely less than half her hull boxes,
so she does not lose speed and can keep up
with the carrier group. The Japanese will
have to hit her again if they’re going
to turn her into a straggler vulnerable to
subs.
Then Illustrious sends two steps each of Corsairs
and Avengers to hit Djakarta airbase. No location
dieroll is necessary, and they catch the Japanese
CAP there napping (they roll a 2 for interception,
and since they don’t have an improved
radar bonus, the British planes get through
unmolested). Japanese AA rolls a 1 and a 2
and is similarly ineffective, and the British
aircraft roll four dice and score one bombing
hit on the base (6 Allied VPs). There are
no aircraft on the ground there so no Japanese
units are destroyed, and the Japanese attempt
and fail the roll to call in the Reaction
Force.
Finally, Saratoga sends four steps of SBD-5
Dauntless dive bombers escorted by two Hellcat
steps against Bali. Japanese CAP is once again
caught unawares on an intercept roll of 2,
but Japanese AA scores one hit, which the
Hellcats soak up (one Hellcat step lost for
6 Japanese VPs).
The dive-bombers go in — and roll four
hits on six dice! That scores 24 Allied VPs
and does one point of damage to the airfield
at Bali, reducing the base’s capacity
by one. Once again there are no Japanese aircraft
on the ground there (they’re all up
on CAP, though you wouldn’t know it),
and the Japanese Reaction Force entry dieroll
fails once again.
No special operations take place this phase,
so the strike aircraft return to base, and
the rather eventful first turn ends with the
score Japan: 30 to Allies: 48.
Turn 2
It’s getting into typhoon season so
the weather changes on rolls of 1, 2, 5 or
6, and the weather on the west side of the
Java map (where play is currently taking place)
turns Cloudy. That will make it slightly harder
for Japanese air units to locate Allied task
forces.
Sure enough, Japanese search planes lose contact
with Saratoga’s task force, and the
seaplanes on ASW patrol land since they have
no chance of locating subs at long range in
cloudy weather. Allied ASW planes don’t
find any Japanese subs, but they stay in the
air in case their fleets get hit by sub attack.
Having seen what Saratoga’s dive-bombers
can do, the Japanese decide to move all the
air-power they can in her direction. Several
Japanese aircraft get Transfer missions to
bases from where they’ll be able to
hit Saratoga later, and some CAP aircraft
land so they’ll be able to escort the
attack aircraft next turn. This isn’t
that risky a move, since half of Saratoga’s
strike aircraft are still in the Hangar box
and she won’t be able to launch a full-strength
airstrike until next turn.
Illustrious’ task force moves two zones
north toward Djakarta, and Saratoga moves
two zones east-northeast toward Soembawa and
the Sape Strait — an aggressive move
that gets her farther into Japanese air unit
range, but it’s also the quickest route
to Manus. That still puts her outside the
search range of the closest Japanese sub flotilla,
and the Japanese subs close the range but
cut behind Saratoga’s group and likely
won’t be able to keep up with her.
As for the Japanese Patrol Force, they run
two zones south to try and get away from the
British subs and then one zone east to try
and keep outside Illustrious’ air unit
range. Unfortunately, that keeps them squarely
inside the patrol zone of the two Shark boats,
but both of them roll 7s and fail to contact
the Japanese. The Allied sub flotillas both
move south, with the Shark boats moving to
within one zone of the Japanese fleet.
Once again there is no surface combat, and
Saratoga keeps her planes at home so she can
send out a full-strength strike next turn,
but Illustrious sends two steps of Corsairs
out again to harass Djakarta. Once again Japanese
CAP roll a 2 and fail to intercept, and Japanese
AA roll a 2 and a 3 and miss the attacking
planes. But the Corsairs roll a 1 and a 2
and score no hits on the airfield, and once
again the Reaction Force can’t be bothered.
All aircraft move out of Hangar boxes to ready
boxes and returning aircraft do the same,
so play proceeds to . . .
Turn 3
The weather dice come up 6 for both sides
of the map, so the weather turns to Rain in
the west and Cloudy in the east. The Japanese
will have to put every possible aircraft up
on Search if they want to have a chance of
spotting an Allied fleet this turn (they need
to do that so they can make another Reaction
Force entry dieroll).
Allied carriers will also have it rough, since
they now have a risk of losing aircraft on
takeoff and landing dierolls. Allied CAP and
ASW aircraft will have to land on their carriers
anyway at the end of the turn since the next
turn is a night turn, so that’s a problem
right there.
The Japanese put up all their seaplanes on
Search for 7 steps total out of Soerabaja
and the maximum +3 bonus…but they roll
two 5s and just barely miss spotting both
Illustrious and Saratoga. Since bombing attacks
on bases get a -1 dieroll modifier in the
rain and any Strike aircraft launched will
have two chances each to die on bad takeoff/landing
dierolls, the Allies decide to send their
planes below-decks for the evening.
The Japanese Patrol Force heads three zones
due south toward the Java coast, and one of
the Shark boats makes contact but can’t
get a firing solution before they steam out
of search range. Illustrious and the bombardment
group keep heading straight for Djakarta,
and Saratoga’s group keeps heading for
the Sape Strait, keeping just barely outside
Japanese sub search range.
There are no airstrikes, so Allied carrier
aircraft must land since night is approaching.
No air unit rolls a 1 when landing, so they
all land safely and go in the hangar for the
night.
Turn 4
The weather just gets worse, turning to Squall
in the west and Rain in the east. Everybody
battens down as the Japanese patrol force
makes for port at Soerabaja and their first
sub flotilla turns northwest to try to pick
up Illustrious whenever she decides to stop
raiding the Java coast.
One Allied sub flotilla stays put up north
to wait for the Reaction Force (should they
ever deign to arrive), while the Shark boats
head south to follow the Japanese patrol force.
Illustrious keeps heading for Djakarta while
Saratoga heads due east for the strait.
Turn 5
The weather stays squally in the west but
improves to Cloudy in the east, and Illustrious
and the bombardment group reach Djakarta while
Saratoga reaches the Sape Strait. The Japanese
patrol force makes port at Soerabaja.
Turn 6
The weather gets worse again on the whole
map, turning Stormy in the west and Rainy
in the east. That will prevent the bombardment
group with Illustrious from firing anything
but Primary guns, thus reducing the number
of hits they’ll score on Djakarta’s
airfield.
But first Saratoga moves east through the
straits, the Japanese patrol force refuels,
and the Japanese sub flotilla moves north
while the British T boats move west toward
the Soenda Strait in case the Reaction Force
goes there to try and catch Illustrious.
Then the French battleship Richelieu and the
British battlecruiser Renown fire a combined
total of 17 Primaries at Djakarta airfield,
scoring eight hits for 48 VPs and killing
a Japanese aircraft step on the ground there
for another 6 VPs. That also does 2 points
of damage to the airfield itself, reducing
its capacity and making takeoff and landing
dierolls harder.
This FINALLY gets the attention of the Imperial
Japanese Fleet, which releases the Reaction
Force for action (it will arrive on the board
in six turns).
So at the end of Day 1, the score is Japan:
30 to Allies: 102. The bombardment of Djakarta
gave the Allies all the VPs they need to win,
and Saratoga’s group has gotten a good
jump on the late-arriving Reaction Force by
heading through the Sape Strait (the bad weather
will be a big help to their efforts to get
away clean).
But Illustrious is now right up against the
Java coast, and if the weather clears she’ll
be vulnerable to airstrikes from the entire
Japanese airforce on Java. And all the Allied
ships have burned a lot of fuel to reach their
current positions quickly, so eventually they’ll
need to start slowing down, and that will
give the Reaction Force the chance to dash
in for a strike on one of the carrier groups.
And there are still plenty of Japanese subs
lurking out there as well.
Can the Allies shake the Japanese and make
it to Manus ahead of the Reaction Force, or
will Japanese airstrikes force them to turn
and fight the Reaction Force to avoid losing
on VPs? Tune
in next time and find out!
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