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US Navy Plan Orange

Additional Scenarios

Series Developer: Joseph Keller

The following scenarios represent additional scenarios for Avalanche Press LTD's U.S. Navy Plan Orange. They have been play tested and were demonstrated at Origins 99. If you have any questions on these scenarios, please email us via our main webpage.

Included in this posting (6 July, 1999)

Operational Scenario 5

Battle Scenario 4

Battle Scenario 5

Battle Scenario 6

Battle Scenario 7


OPERATIONAL SCENARIO


Operational Scenario 5: Battle for Control

16-20 August, 1930

Background: The battle for the Philippines reduced the forces of both sides. The Japanese remained determined to retake the Philippines and the Americans just as determined to advance to Formosa.

Time Frame: 30 turns

Starting Weather Condition: 1 (Clear)

 

Japanese Forces

At any Japanese air base

2 x A2N

3 x B1M

 

In Sea Zone(s) within 2 zones of Yahoku (G16) or Formosa

BB01 Fuso

BB03 Ise

BB04 Hyuga

BC01a Kongo

BC02a Hiei

CV05 Amagi (with the following aircraft)

2 x A2N

3 x B1M

CVS01 Notoro (with the following aircraft)

2 x E2N

CL06 Oi

CL07 Kiso

CL08 Nagara

CL09 Isuzu

CL10 Natori

CL11 Yura

CL12 Kinu

CL13 Abukuma

CL14 Naka

CL15 Sendai

CL16 Jintsu

20 x Minekaze Class DDs

20 x Fast Transports (5 counters)

 

American Forces

At any American air base

2 x F3B

2 x T4M

 

In Sea Zone(s) within 2 zones of the island of Luzon

BB 38 Pennsylvania

BB45 Colorado

BB46 Maryland

CC03 Constellation

CC06 United States

CV03 Saratoga (with the following aircraft)

2 x F4B

2 x T4M

2 x O2U

CL01 Omaha

CL02 Cincinnati

CL03 Raleigh

CL04 Detroit

CL05 Richmond

CL06 Marblehead

CL07 Memphis

15 x Clemson Class DDs

20 x Fast Transports (5 counters)

Special Rules

Choosing Sides: Each player rolls a die and the high roll gets the side of his choice.

Map Area Limitations: No ships may move into a sea zone area with a number greater than 30. Relocate the air base in R14 to Q14.

Set up: Both sides secretly record the locations of their fleets before the scenario begins, then simultaneously place them on the map. They also write an L or U beside each transport and DD counter record on the Ship Data Sheets to designate it as loaded or unloaded at the start of the scenario. They may be reloaded by spending 3 turns in port.

Aircraft at air bases: Secretly record the locations and keep the counters off the map until they are assigned a Search or Strike mission.

Advanced Rules: Do not use fuel or weather rules unless both players agree to use them.

Victory Points: Players need to each keep a running total of the points that they score. In addition to normal VPs for ships sunk, players may receive points for the following:

12 VPs for each Japanese transport that unloads on the island of Luzon and for each American transport that unloads on the island of Formosa. 12 turns are required to unload.

4 VPs for each Japanese DD that unloads on the island of Luzon and for each American DD that unloads on the island of Formosa. 6 turns are required to unload.

Each Fast Transport sunk is worth 8 VPs if loaded and 2 VPs if unloaded.

Each DD sunk is worth an additional 2 VPs if loaded.

12 Victory Points are scored for each BB or BC and 2 VP for each CL that participates in the bombardment of an air base, an enemy controlled Minor Port, or a coastal zone adjacent to an enemy controlled Major Port, for a game turn. (Bombarding an airbase also causes damage to any aircraft present, separately determined by using rule 20.6.)

After bombarding for a turn, ships must return to a friendly port and remain there for 3 turns to reload bombardment ammunition before they can bombard again. This does not affect their ability to fire the standard armor-piercing shells in battles versus ships. But the penalty listed under rule ì5.2 - Bombardmentî remains in effect while on the way to the target. The same target may be bombed repeatedly for VPs.

Victory Conditions: The side with the most Victory Points wins.


BATTLE SCENARIOS


Battle Scenario 4: Deliveries

14 July 1930

Background: At the last minute the Japanese navy decided not to oppose the American Force which landed troops on the Philippines. The Japanese navy took a defensive posture and the High Command sought to hold the Philippines by supplying their army on the island of Luzon. This required the constant running of supplies from Yahoku to Luzon. Everything was used to ferry these supplies, especially DDs. They tried to slip in during the night to avoid the U.S. fleetís intervention. They were not always successful.

Time Frame: Night

Starting Weather Condition: 1 (Clear)

 

Japanese Forces

CL03 Kuma

CL04 Tama

CL18 Furataka

CL19 Kako

6 x Minekaze class DD

American Forces

CL Omaha

CL Cincinnati

CL Raleigh

6 x Clemson class DD

Special Rules

Set Up: Japanese set up as the non-initiative player.

Victory Conditions: The Japanese player wins if he exits the megahex out of sighting range of the Americans, having gained at least as many victory points as the American. The American wins if he scores more victory points than the Japanese.


Battle Scenario 5: After Them!

16 July 1930

Background: A powerful U.S. fleet was stationed between Luzon and Formosa to intercept the Japanese Yohoku Express in the daylight.

Time Frame: Daylight

Starting Weather Condition: 1 (Clear)

 

Japanese Forces

BC01a Kongo

CL08 Nagara

CL09 Isuzu

CL10 Natori

CL11 Yura

6 x Fubuki class DD

American Forces

BB36 Nevada

BB37 37 Oklahoma

CA04 Pittsburg

CA08 Frederick

6 x Clemson class DD

Special Rules

Set Up: Japanese set up as the non-initiative player.

Victory Conditions: The Japanese player wins if he exits the megahex out of sighting range of the Americans, having gained at least as many victory points as the American. The American wins if he scores more victory points than the Japanese.


Battle Scenario 6: Murphy's Law

15 September 1930

Background: As the Okinawa Express trickled down to DDs, a powerful U.S. Carrier Group took up position between Formosa and Okinawa to intercept the DDs. The Americans received quite a surprise when their air searches missed them and 2 Japanese BCs (steered to their quarry by ìfishing vesselsî) showed up at daybreak to challenge them.

Time Frame: Daylight

Starting Weather Condition: 1 (Clear)

 

Japanese Forces

BC03a Kirishima

BC04a Haruna

6 x Fubuki class DD

American Forces

CV02 Lexington

CV04 Saratoga

CC03 Constellation

CC06 United States

CA08 Frederick

CA09 Huron

CL06 Marblehead

CL07 Memphis

12 x Clemson class DD

 

Special Rules

Set Up: The American player sets up as the non-initiative player. The Japanese player has achieved a surprise sighting (7.28).

Aircraft: The American aircraft were not armed when the Japanese appeared. The descision was made to fuel them and give them vectors to the nearest land airbase. They are not included in this scenario.

Victory Conditions: The American player wins if he exits the megahex out of sighting range of the Japanese, having gained at least as many victory points as the Japanese. The Japanese player wins if he scores more victory points than the American.


Battle Scenario 7:Murphyís Law Revisited

15 September 1930

Background: As the Okinawa Express trickled down to DDs, a powerful U.S. Carrier Group took up position between Formosa and Okinawa to intercept the DDs. The Americans received quite a surprise when their air searches missed them and 2 Japanese BCs (steered to their quarry by ìfishing vesselsî) showed up at daybreak to challenge them.

Time Frame: Daylight

Starting Weather Condition: 1 (Clear)

 

Japanese Forces

BC03a Kirishima

BC04a Haruna

6 x Fubuki class DD

 

American Forces

CV02 Lexington

CV04 Saratoga

CC03 Constellation

CC06 United States

CA08 Frederick

CA09 Huron

CL06 Marblehead

CL07 Memphis

12 x Clemson class DD

 

Special Rules

Set Up: The American player sets up as the non-initiative player. The Japanese player has achieved a surprise sighting (7.28).

Aircraft: In this alternate history the decision was made to quickly arm and launch the aircraft. They do not have the fuel or the coordinates to the nearest airbase, so once they have struck the Japanese fleet they must land on the carriers and are lost if the carrier(s) is lost. The Japanese are awarded Victory Points for the loss of American aircraft.

Air Attack: After the American and Japanese forces are set up on the Tactical Map, for this scenario the American Player then places his attack aircraft for a strike on the Japanese fleet. Anti-aircraft fire is resolved, then the American attack on the Japanese fleet. After that the

aircraft are returned to the American carriers and take no further part in the combat. Then the normal Tactical Sequence Steps are followed to resolve the Tactical Battle.

Victory Conditions: The American player wins if he exits the megahex out of sighting range of the Japanese, having gained at least as many victory points as the Japanese. The Japanese player wins if he scores more victory points than the American.