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.
|