| Strategy
in U.S. Navy Plan Red
By Doug McNair
January 2006
Manifest Destiny points northward in Great
War at Sea: U.S. Navy Plan Red, our
game of planned-but-never-executed naval conflict
between the U.S. and Britain in the 1920s.
As Fowler reminded us in Chicken Run
(“Overpaid, oversexed, over here, showin’
up late to every war. . . .”),
relations between the U.S. and Britain haven’t
always been tip-top, even when we were fighting
on the same side. As the introductory notes
for Plan Red point out, in the 'teens
many Brits saw the U.S. as an upstart power
that was using the Great War as cover to build
up its navy to the point where it could challenge
Brittania for the rule of the waves. And for
America’s part, President Wilson was
none too keen on allying with Britain (he
termed them an “Associated Power”),
and the U.S. Navy saw itself as the front-line
force in any future trade war between the
two Powers. The Department of the Navy drew
up War Plan Red accordingly.
War plans on both sides assumed that the
U.S. would be the aggressor, and after beginning
by disrupting the British sea lanes, the U.S.
would invade Canada to deny Britain a base
on this side of the Atlantic. Operational
Scenario #2 in U.S. Navy Plan Red simulates
a US invasion of Nova Scotia, with troop ships
launched from Boston, New York and Norfolk,
Virginia. The U.S. player must land transports
within one zone of the main Nova Scotian naval
bases of Sydney, Halifax and Yarmouth. Seizing
Nova Scotia would deny the Royal Navy access
to the St. Lawrence River, and make the conquest
of all points west in Canada a much easier
proposition.
| 
HMS Dreadnought heaves garbage
overboard. WIll the American player
stand for such arrogance?
|
At the start of Operational Scenario #2,
the Brits would seem to be in a bit of a sticky
wicket. This is because the U.S. has . . .
Overwhelming Firepower
The Royal and Royal Canadian Navies in Operational
Scenario #2 have six battleships at their
disposal, with a total of 60 primary gun factors
between them. These are based in Halifax,
along with four light cruisers, four destroyer
leaders, and twenty destroyers mounting 30
torpedoes in total.
That’s all well and good, except for
the fact that in Boston alone the U.S. Navy
has four battleships, three battle cruisers
and two armored cruisers with 93 primaries
between them, plus light ships including 24
Clemson-class destroyers mounting 96
torpedoes total!
So the Brits in Nova Scotia are seriously
outgunned and out-torpedoed by just one U.S.
Task Force, to say nothing of the older BB’s
in Norfolk, their escorting DD’s, and
the Coastal Defense ships and DD’s in
New York. The Brits do have a cruiser squadron
as well, but it’s based way down south
in Bermuda. The cruisers mount no primaries,
and it will take them 15 turns at maximum
speed just to get to Halifax (where they’ll
be almost out of fuel).
So, it would seem then that all the Americans have to do is
send out a screening force while their transport
ships in Boston, New York and Norfolk all
link up. At that point, their BB’s and
DD’s could return to port, be assigned
an escort mission, and accompany the united
transport fleet to Nova Scotia, where it can
invade at its leisure with the Royal Navy
in no position to do anything but serve afternoon
tea.
However, this is not the case, because of . . .
British Minefields and Coastal Defenses
In the race to build a massive battlefleet
to wrest control of the seas from Britain,
the Navy Department seems to have overlooked
a key issue. In all the U.S. North Atlantic
Fleet, there is not a single minesweeper.
This is somewhat understandable: Minesweepers
just aren’t as sexy as battleships,
and it’s hard to get the House Defense
Appropriations Subcommittee excited about
them. But it’s unacceptable in the current
situation.
The Brits are highly adept at mine warfare,
and have placed 12 minefields in Nova Scotian
coastal waters. This means that if the U.S.
were to unite her transport ships into one
fleet and send them out together, she’d
run the risk of seeing large numbers of troop
ships explode and go to the bottom (netting
the Brits 10 VP per transport sunk) without
the British firing a shot. Add to that the
fact that British coastal defenses in Nova
Scotia must be breached before troops can
land. Two U.S. BB’s or BC’s must
bombard the landing zone before transports
can unload there, and if the U.S. has all
its BB’s and BC’s in one fleet,
the ships loaded with bombardment ammunition
can’t fire in combat or their ability
to bombard will be negated (they’ll
have to abort and go back to port for more
ammo).
So, the British can negate the invasion threat
from a huge U.S. fleet by sending their CL’s
and DD’s to torpedo any U.S. BB there
that refuses to fire. Failing that, a mine
hit will strike dead in the water a U.S. BB
with a Speed of 1 50% of the time. So, if
the Americans have only two BB’s on
a bombardment mission along with the main
invasion fleet, one mine hit on a BB will
bring the whole operation to a halt. And if
the U.S. puts more BB’s on bombardment
detail to reduce the chances of that happening,
that just reduces U.S. primary gunnery strength
and gives the Brits a better chance of repelling
the invasion fleet before they get to the
coast.
| 
Coast Guard navigation. USCG Paulding
under repair after ramming submarine
S-4, supposedly while hunting rum-runners.
|
So, the U.S. has no choice but to send small
task forces composed of low-value ships out
at start. These unfortunate sailors will have
to probe the approaches to Nova Scotia in
hopes of finding a route to the American invasion
objectives that’s free of minefields.
This rather high-risk proposition (due to
mines and freely-roaming British forces) might
not have many takers, were it not for . . .
Admiral Jackson
At the end of the Great War, haunted by
images of thousands of German sailors in hospital
suffering from shellshock, Admiral Jackson
retired from the Royal Navy and traveled to
the Colonies, taking a cottage on the New
England coast. But his guilt over the ways
and means of British imperialism followed
him, and soon he decided to renounce his ties
to his homeland and become a United States
citizen. The U.S. government welcomed him
with open arms and made him an Honorary Admiral
in the U.S. Navy (knowing that the Hero of
Wilhelmshaven could provide them with vital
information about the strengths and weaknesses
of the Royal Navy).
Admiral Jackson was happy to serve his new
country in this way, but as the war drums
grew louder along the St. Lawrence, he became
vocally concerned about the U.S. Navy’s
willful disregard of the British mine threat.
His warnings garnered no results, as the invasion
loomed he could not sit idly by while numerous
American lives were lost due to bureaucratic
inertia. Taking a night train to Portsmouth
in full dress uniform, he rousted the newly-installed
skipper of an aging coast guard cutter from
bed at 3 a.m. Intimidating the young, flustered
Lieutenant Commander into handing over command
(“This is war, man!”), he set
sail for Yarmouth at dawn, ordering strict
radio silence. He would rid himself of his
demons by probing the British minefields himself,
keeping off the radio until he’d found
and recorded a safe route to Yarmouth, or
gone down with the ship while trying.
Game Summary
The following summary of a recent game shows
how each of the factors above drive game play
in U.S. Navy Plan Red.
Setup
The U.S. player postpones assigning missions
to most of his ships until his scout fleets
have found safe routes to the U.S. invasion
objectives. Besides Admiral Jackson, he sends
out two Sea Canary task forces composed of
two CL’s and six DD’s each from
Boston and Norfolk, Virginia. Once they’ve
found safe routes, he’ll assign his
battle cruisers in Boston to bombardment missions,
while the larger, slower U.S. battleships
will escort the transports to their targets.
The British player will send his cruiser squadron from Bermuda
to Halifax at maximum speed, while the destroyer
forces at Bermuda (which don’t have
enough fuel capacity to keep up with the cruisers
for that long) will head slowly on a westward
course toward the weaker U.S. invasion forces
in New York.
Finally, the British player forms his battleships
into two task forces, with the faster Canadian
BB’s in one task force with Canadian
destroyer support, and the slower British
BB’s in a separate task force. The Canadian
BB’s, plus a scout fleet composed of
the British CL Diomede plus destroyers,
will move aggressively to intercept the U.S.
fleets scouting the minefields. The British
BB’s will keep to the rear of the Canadians
and deal with any threats that get by them.
| 
Don’t mess with Texas.
The Lone Star battlewagon prowls the
North Atlantic.
|
Turn 1
Starting weather is mist as both sides move
fleets out of ports. A U.S. submarine stationed
off Halifax fails to contact the forward Canadian
battlefleet.
Turn 2
The U.S. submarine off Halifax attacks the
slower British battlefleet as it passes through,
but its torpedo misses and it’s sunk
by British destroyers. 4 VPs for Britain.
Turns 3 and 4
The weather condition changes to fog, and
Admiral Jackson steams slowly toward Yarmouth
from the west. The Canadian battlefleet, the
British scout fleet, and a British sub all
cross paths with him in the fog, but Admiral
Jackson avoids them all!
Turn 5
Night falls, and the weather condition deteriorates
to squall. Admiral Jackson steams to within
one zone of Yarmouth, and the Canadian Battlefleet
and British scout fleet once again miss him!
All task forces except for the British cruiser
squadron out of Bermuda are slowed to a speed
of 1 due to bad weather (the CA squadron is
the only active task force with no destroyers,
which are slowed by bad weather).
Turn 6
The British slow battlefleet contacts a U.S.
probing fleet six zones east of Halifax, but
the U.S. gets the initiative and runs into
the night before the British can do damage.
The British scout fleet misses Admiral Jackson
in the darkness and rain once again, and he
crosses the zone boundary to Yarmouth without
encountering any mines. The Admiral breaks
radio silence and sends full details on his
course to Fleet Command, then turns the helm
southeast into a bank of rain and fog, just
as the Canadian battlefleet rounds the point
to the west. No contact.
Turn 7
Day breaks, and the weather clears. This
is wonderful for the battle cruisers and their
destroyer escorts in Boston who just got their
orders to head out at full speed and bombard
Yarmouth, but not so great for Admiral Jackson.
The Canadian battlefleet sights him running
southeast east close by the coast, and they
pursue. Modoc’s speed of 1 Slow
is hardly worth mentioning compared to the
Canadians, and Admiral Jackson salutes from
the bridge as his ship goes down. However,
the Brits are there to scoop him out of the
surf, and he is taken into custody by his
former countrymen and forced to eat their
rations. 2 more VPs for the merciless Brits!
The U.S. player also orders his weakly defended
transport ships in New York to steam up the
coast to Boston, where many powerful battleships
wait to escort them to Nova Scotia.
Turns 8 through 10
The Canadian battlefleet fails to contact
the U.S. battle cruiser squadron, which makes
it to Yarmouth. But then a British scout fleet
5 zones southeast of Halifax contacts a probing
fleet headed for Sydney. The Brits get the
initiative, and find that there are two U.S.
ships with large counters and two with small
counters. The Brits have only the CL Diomede
plus two destroyer leaders and two W-class
destroyers, but they steam in for a closer
look and discover that they’re outgunned
8 secondaries to 2 (by the CLs Memphis
and Milwaukee). The Brits maintain
their poise and decide to go for a torpedo
run on the CLs, but the U.S. ships are able
to keep out of torpedo range long enough to
sink Diomede. The British DDs withdraw
to the northeast. It’s now 10 VPs to
6 in favor of the U.S.!
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Cruiser Memphis will avenge Admiral
Jackson.
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Turn 11
The Canadian battlefleet is only two zones
east of Yarmouth, and with the weather remaining
calm the U.S. battle cruiser squadron knows
that there’s no point in sticking around.
They have 27 primaries to the Canadians’
30, but the BC’s only have light armor
(meaning they’ll take extra damage from
Canadian primaries), and as soon as a BC fires
its bombardment ammunition is gone. Even though
it’s a night turn now, the Canadians
will find them automatically when they enter
the zone (it’s tough to miss all the
noise and muzzle flashes from shore bombardment . . . ),
and the BC’s won’t be able to
complete their mission anyway. So they abort,
running for the U.S. coast at full speed.
They head for Portland, hoping that once they
get there they’ll be able to spend the
six turns necessary to get another bombardment
mission either for Yarmouth or Sydney (if
the scout fleet that just sank Diomede
can plot a safe course there).
The Canadians enter the Yarmouth zone as predicted,
but they fail to contact the battle cruisers
before they leave.
Turn 12
The British destroyers which were accompanying
Diomede before she sank have to break
off the chase due to low fuel, and head for
Halifax. CLs Milwaukee, Memphis and
destroyers head for Sydney. The British cruiser
squadron out of Bermuda is coming up fast,
but they have just one fuel box too few to
make it to Sydney, so they have to follow
the DD’s to Halifax for now (hoping
to refuel for one turn then make best speed
for the enemy).
U.S. CL’s Milwaukee and Memphis
have 19 fuel boxes, so they have all the time
in the world to reconnoiter the coast at top
speed. Their screen of Clemson-class
destroyers is not so well endowed with fuel,
however (they have only three boxes remaining),
so they may have to divide the task force
and break off for home soon.
Turn 13
The weather condition worsens to squall,
and the U.S. battle cruiser squadron makes
it to Portland and puts in for new orders.
Turn 14
The weather worsens to storm! Ships plow
through it slowly.
Turn 15
The weather lets up a bit (squall again).
The British cruiser squadron and the destroyers
that watched Diomede go down make it
to Halifax. The U.S. transport fleet from
New York with their escort of old Coastal
Defense ships makes it to Boston.
Turn 16
The British fleets in Halifax refuel. The
Canadian and British battlefleets have been
steaming south through heavy seas and are
now nearing Portland, and the light defenses
there are not enough to keep them out. So
. . . the U.S. battle cruisers have
to leave fast and head for the safety of Boston
Harbor. They head south and away from the
enemy, hugging the coast.
Turn 17
The U.S. probing fleet that sank Diomede
moves into the coastal zone just south of
Sydney . . . and encounters a minefield.
However, no ships are sunk. It will keep probing
for a safe route in. The British cruiser squadron
steams out of Halifax at full speed to try
to catch them before they can. Since they
have no destroyers with them, they’re
faster than the U.S. fleet in this bad weather,
so they may have a chance.
At this point, the U.S. player notices that
in their effort to catch the hapless U.S.
battle cruisers, the British battleships are
getting rather close to Boston, where most
of the U.S. battleships are now gathered.
The British and Canadian battleships are in
two separate task forces, since the Canadians
are Speed 2 while the British are Speed 1.
That, plus the fact that the two task forces
are separated by two sea zones, prompts the
U.S. player to act.
He gives all his BB’s and AC’s
an intercept mission, puts them plus a screen
of destroyers into the Admiral Jackson Memorial
Task Force, and sends them out to get between
the two British task forces and catch one
of them before they can combine. Even if the
British fleets can combine, the U.S. fleet
is slightly better in primary gunnery, so
it’ll be a fair fight.
At the same time, the U.S. player orders his ships out of
Norfolk in two task forces, with the transports,
one BB and light ships on a transport mission
to Yarmouth, and the other two older BB’s
with a bombardment mission for same (in case
the battle cruisers never make it).
They
had contractors in those days, too. The monitor
Cheyenne.
Turn 18
The weather worsens to storm, and the probing
force near Sydney finds a route in with no
minefields. The British cruiser squadron steams
toward Sydney to try to at least sink them
(assuming the weather ever lets up enough
for secondaries to fire). The Canadian battlefleet
plows down to the New England coast. The U.S.
battle cruiser squadron is just leaving the
zone the Canadians enter, but the Canadians
just barely miss contacting them in the stormy
night (picture Tom crashing into a wall as
Jerry skitters away, with lots of wind and
rain . . . ) The slow
British battlefleet follows the Canadians,
and the U.S. battlefleet out of Boston steams
directly between the two British fleets, just
as planned!
Turn 19
Day breaks, as does a full-blown nor’easter!
It’s a gale, and all destroyers at sea
must roll to see if they sink. Many, many
take on water (rolling elevens on two dice),
but none sink.
The British scout fleet out by Sydney tries
to find shelter, and finds a minefield instead!
Miraculously, only one destroyer goes down.
The score is now 14 to 10, with the Brits
up. The British cruiser squadron stays on
course, and is now only two zones away from
the Yanks.
The Canadian battlefleet, spotting the U.S.
move, stays on course in hopes that it can
run south of the northward-moving U.S. fleet.
It pursues the battle cruisers but once again
fails to contact them in the maelstrom.
The slow British battlefleet, its orders
for the turn already written, decides that
steaming directly toward the U.S. battlefleet
isn’t so bad since this gale will surely
protect them from contact. It and the U.S.
battlefleet end up in the same zone, CC27,
offshore between Portland and Portsmouth.
The American player rolls for Contact, and
rolls a 6! This is automatic contact,
with a surprise sighting! Suddenly, the British
commodore looks up into the stormy night,
and sees massive prows plowing down on him!
The U.S. battleships open up at point-blank
range, with a primary gunnery advantage of
66 to 30. The British destroyer screen can
do nothing in this gale but bail, and it’s
a slaughter. Within two combat rounds, all
three British battleships are dead in the
water and have taken more than half their
Hull boxes in damage, which puts them in danger
of foundering in the gale. The Brits do their
best to give a good account of themselves,
concentrating all their fire on the U.S.S.
South Dakota, but do nothing but knock
out all its secondaries and do a few hull
hits. There’s no time for commiseration,
and the Brits strike their colors and request
assistance to keep from sinking.
The British battlefleet has been cut in half, and there are
plenty of British flag officers that the U.S.
can exchange for Admiral Jackson. The U.S.
battlefleet can steam back to Boston, get
its invasion orders, and steam to Yarmouth
with the transports at its leisure. Nova Scotia
will fall. . . .
And America wins!
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