| Strategy
in 'U.S. Navy Plan Gold'
Scenario #1:
French Invasion
Day 4
By Doug McNair
November 2006
The brave but battered Americans get another
crack at the French in today’s episode
of U.S.
Navy Plan Gold — Scenario 1:
“French Invasion.” As Day 4 begins,
French transports are unloading troops on
St. Thomas, and the Americans have lost seven
ships in whittling down the French escort
force to the lone battleship Gascoigne.
More American forces are rushing to the relief
of St. Thomas, but others have been diverted
by the threat of French raiders lurking near
the dense American merchant shipping lanes
off Guantanamo Bay. The French invasion fleet
steaming toward the Panama Canal has split
off its destroyers and sent them to reinforce
the St. Thomas invasion.
But, the French b_te noire (low fuel capacity)
has forced the DDs to abort their original
mission (they couldn’t have made it
back to port at full speed if they’d
steamed even one zone farther west) and put
in at Port St. Louis for refueling and mission
reassignment. This inability of the French
DDs to steam directly for St. Thomas will
leave Gascoigne alone to face the second
American battlecruiser squadron out of Key
West, unless bad weather intervenes.
Day 4
Turn 19: The weather stays misty,
and the French destroyers refuel while awaiting
their new mission. The two French battleships
that bombarded St. Thomas steam toward Port
St. Louis. The French raiders steam for the
Cuba-Hispaniola straits while the American
patrols close in.
Turn 20: The weather clears, and one
American patrol fleet takes up station off
Guantanamo Bay while another searches for
the raiders among the Bahamas to the north.
Turn 21: The French raiders enter
zone Q27 off Guantanamo Bay — and the
U.S. patrol there contacts them. The Americans
get initiative. All five American ships (scout
cruisers Syracuse and Knoxville
plus three Clemson-class destroyers)
are faster than the French, but the French
light cruisers (Tancr_de, Triomphante
and Victorieuse) outgun the Americans
at a two-hex range, so this could go either
way.
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They eat cheese and fear the torpedo.
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Tactical Combat
Round 1: The Americans close the range
to two hexes before the French start running
north to keep out of torpedo range. Fire from
American primaries scores two hull hits on
Tancrede, slowing her to a Speed 1,
and the French fire numerous shots that all
miss except one which destroys a Clemson’s
torpedo mount. That cuts down the American
torpedo threat substantially.
Round 2: The Americans win initiative
again and close the range to one hex on the
first movement impulse. Fire from Knoxville
knocks out both of Triomphante’s
guns, and fire from the three French ships
knocks out all the guns on the destroyers.
But that leaves two Clemsons with four
torpedoes each, and they fire.
The first Clemson scores a critical
hit with one torpedo and sinks Tancrede
(U.S.: 8 VPs.), and the second hits Victorieuse
with two torpedoes, doing 3 Hull and sinking
her (U.S.: 8 VPs). That leaves nothing but
the gunless Triomphante, which Syracuse
and Knoxville sink at their leisure
(U.S.: 8 VPs). The French raiding fleet goes
down in a lightning-fast display of superior
American naval technology.
Turn 22: With the raiders gone, the
American western patrols head for Guantanamo
to reorganize their fleets and repair the
damaged Clemsons. But the French battleships
that bombarded St. Thomas make it to Port
Louis, so they and the French DDs there can
form new fleets of their own, which may or
may not include new raiders.
The American minelayer Tahoe lays
another minefield on the boundary between
AM17 and AL18, and then the American scout
fleet makes a sweep through the mouth of the
Maracaibo inlet — and contacts the Panama
Canal invasion fleet just southwest of Aruba!
A multiple-ship counter.
Tactical Combat
The Americans get initiative, and the French
set up in a rough double-column formation.
In the lead are their light cruisers and destroyer
leader in one hex, and three battleships and
a slow gunboat in the other. The rest of the
slow gunboats are in the hex behind, then
comes a double column of transports, and finally
the two battleships slated to bombard Col_n.
The Americans only have four fast scout cruisers
(Cambria, Erie, Eureka and Ogden)
plus three Clemsons, so they can’t
hope to take on the battleships, but they’re
fast enough that they just might be able to
do an end run on them and hit the transports
or the bombardment fleet before making a run
for it.
Round 1
Impulses 1 – 8: The Clemsons
break left and the scout cruisers break right,
staying outside the fire range of the leading
French battleships.
Impulses 9 – 12: The French
light cruiser escort charges the American
scout cruisers, which outgun the French 12
Secondaries to 5. The American cruisers close
range and open fire while the Clemsons
to the north continue the long circuit
around the French battleships. American fire
does one hull hit to the light cruiser Strasbourg,
but the French return fire and knock out
two of Cambria’s secondaries.
Impulses 13 – 16: The French
bombardment fleet and transports head southeast
away from the Clemsons while the French
cruisers move southwest to interpose themselves
between the transports and the American cruisers.
The Clemsons continue the circuit,
but the American cruisers steam southeast
and adjacent to the French cruisers, hoping
to overwhelm them with superior gunnery and
torpedo fire, then keep running southeast
to catch the transports before they can escape.
Cruiser gunnery does only light damage on
both sides, but American torpedoes slow the
French cruisers Metz and Strasbourg
to Speed 1 and leave them with one hull box
each. But then, three French torpedoes slam
into the previously-undamaged scout cruiser
Ogden and blow her out of the water
(France: 14 VPs), so American gunnery is now
significantly reduced.
Impulses 17 – 20: The French
battleships move southeast, bringing 36 Primaries
to bear on the three remaining American cruisers.
The cruisers come about and run westward outside
French battleship range, but the battleships’
southward tack gives the Clemsons to
the north an opening, and they charge southeast
toward the retreating transports and the bombardment
fleet. The retreating American cruisers score
a critical hit on Metz and sink her
(U.S.: 8 VPs), and the French cruisers get
no hits in return. The slow French gunboats
will have a hard time catching the Clemsons
before they reach the transports, so what
happens next round depends on who gets initiative.
Round 2
Impulses 1 – 4: The French get
initiative, so the American scout cruisers
can’t move before the French cruisers
open fire. Both sides lose one Secondary each,
leaving the French with just 1 and the Americans
with 5.
Impulses 5 – 8: Both American
groups head southeast outside battleship range,
and the French cruisers keep their distance,
with the fast destroyer leader Amiral S_nes
breaking from the slowed cruiser group to
parallel the Americans at a two-hex range
(not wanting to put the last French Secondary
in point-blank peril). Unfortunately, American
cruiser fire takes-out S_nes’
secondary with no damage in return, and now
there’s nothing between the Americans
and the French transports, except those three
huge French battleships on the horizon.
Impulses 9 – 12: Both American
groups keep steaming southeast and stay just
outside French battleship fire range. The
now-toothless French cruisers and destroyer
leader (their remaining tertiaries won’t
penetrate American cruiser armor) steam away,
and the transports and bombardment fleet run
southeast.
Impulses 13 – 16: Both American
fleets hold course southeast, leaving the
French with a tough choice. The slow French
gunboats steam adjacent to the Clemsons
and will be able to trade fire with them for
the rest of the round, but it’s doubtful
they’ll be able to sink them all. And
one Clemson with four torpedoes can
bring either of the battleships in the bombardment
fleet to grief, meaning the entire Panama
Canal invasion might have to be scrubbed in
just a few Impulses.
But if the French escort battleships turn
to chase the Clemsons, they’ll
leave the American cruisers a wide-open path
toward the fleeing transports. So the battleships
head east toward the Clemsons, and
the transports head northwest toward the battleships
— putting themselves closer to the Americans
but also under the umbrella of the French
primaries.
The bombardment fleet steams southwest, not
wanting to leave the sea zone but still fleeing
from the Clemsons. The slow French
gunboats open fire and knock out one tertiary
on a Clemson, and then the three battleships
open fire and knock out the rest of the Clemsons’
guns and one of their torpedo mounts (and
there was much rejoicing).
Impulses 17 – 20: The Clemsons
have no weapons left but their eight remaining
torpedoes, but that’s good enough to
threaten the transports. They hold course
southeast and come up adjacent to the transports,
while the scout cruisers steam east toward
them. The transports move due west toward
the battleships and the American cruisers;
they could flee east but that would put them
out on the edge of the zone and vulnerable
if the Americans get initiative next round.
The bombardment fleet can’t let the
oncoming American cruisers get a shot at them;
American secondaries could penetrate the light
armor on the French secondary guns, and a
ship with a bombardment mission can’t
bombard if it takes any damage in combat.
So the bombardment fleet steams southeast
outside the shaded ring of hexes, hoping to
re-enter before the end of battle so as not
to get separated from the rest of the invasion
fleet. (They’re still within sighting
range of the Clemsons, so they won’t
exit the map this round.) The French gunboats
pursue the Clemsons, while the battleships
steer southeast so that they can fire on the
Clemsons and also bring the scout cruisers’
avenue of advance within primary range.
A wall of shells splashes erupts around the
Clemsons, and when the mist clears
there is only one left . . . but she still
has her torpedoes!
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France has modern cruisers as well!
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Round 3
The Americans get initiative, and the last
Clemson steams east and southeast toward
the fleeting bombardment fleet while the scout
cruisers close the vice from the west.
The gunboats and battleships can’t
keep up with the fast Americans, and by the
last French movement impulse the bombardment
fleet will steam outside sighting range of
the French escort and transport fleets if
it keeps heading southeast. That will put
it all alone in the zone southeast of the
battle with the Americans: a deathtrap.
So the bombardment fleet reverses course
and heads northeast toward the escort battleships
(just barely keeping them in visual range),
and the last Clemson closes in for
the kill. She fires her four torpedoes at
the battleship B_arn . . . and three
of them hit! Two do 1 Hull damage each, but
the third scores a critical hit and touches
off a forward magazine, and 3 Primaries on
the B_arn go sky-high, along with enough
bombardment ammunition to cancel the Panama
Canal invasion.
At this point, things are looking pretty
grim for the French. Their raiding fleet has
been destroyed, leaving the Americans free
to pursue the erstwhile Panama Canal invasion
fleet all the way back to Fort de France.
The invasion of St. Thomas is ongoing, but
its escort of one battleship will be attacked
by three American battlecruisers, three scout
cruisers and six Clemsons — at
night, meaning no long-range primary shots
from Gascoigne — in just two
turns. And even if Gascoigne gets in
a few lucky shots and takes out the battlecruisers,
she will likely have few transports left to
guard once the scout cruisers and Clemsons
are done.
That makes the capture of St. Thomas a longshot,
leaving only the Panama Canal invasion fleet
to carry the torch for French Caribbean expansionism.
But it won’t be able to leave Fort de
France with a new mission until Turn 50, and
by then the place will be swarming with Americans,
whose high fuel capacity will not oblige them
to put into port for recoaling before converging
on Martinique.
With the game half-over, Tahoe will
have had all the time she needs to mine all
the approaches to Colon long before a new
invasion fleet could get there. Puerto Rico
and St. Thomas will be heavily guarded by
then, and while the French could launch a
new raiding fleet by Turn 28, it would consist
of slow battleships that would take forever
to steer the long dogleg around Puerto Rico
and outside American bomber range to reach
the merchant lanes to the west. French CAP
from Port Louis only has a range of 8, while
the American bombers from San Juan have a
range of 11, so to avoid being under constant
surveillance and threat of air attack the
raiders’ route would take them nearly
40 turns to get to the prime hunting grounds.
Even if they avoided American patrols and
made it to the merchant lanes, their chances
of sinking 20 merchant ships in the 32 remaining
turns would be small due to their slow speed
on the Merchant Location table.
As for other French options, a bombardment
fleet of at least four battleships sent to
Florida couldn’t leave until Turn 50,
and wouldn’t reach its target until
turn 96. Four turns isn’t enough time
to bombard four zones . . . so with the Florida,
Puerto Rico, St. Thomas and Colon objectives
all longshots or worse, and merchant raiding
a last-minute Hail Mary at best, the only
realistic objective the French could achieve
would be scoring more VPs than the Americans
in combat. Skillful maneuvering by powerful
French battlefleets could make that happen,
but that leaves the French with just one of
their objectives achieved. Zero or one French
objectives achieved equals a U.S. victory,
so:
THE AMERICANS WIN!
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