Page 1 of 1
Multiplayer - [1v1] Wake Island Assault
Posted: Wed Jun 20, 2018 1:44 pm
by Shards
Hi,
A 20 turn multiplayer battle focusing on the Japanese marine landings to capture Wake Island (as opposed to Erik's version that focused on the Naval and Air battle).
Now at v1.0
https://www.dropbox.com/s/m9m4qyrmi2ixe ... 0.zip?dl=0
Features:
- Japanese landings in 4 waves, mostly hidden in the FoW shroud from the defenders (n.b. Wake had no radar)
- American auxillary Wildcats will get into the air unless they are attacked on the ground by the Japanese raiders
- Japanese must either take all 5 Primary locations or have managed to wrestle control of some of them early enough to deny the USA a VP victory
- The USA will get very little income and no reinforcements, so they need to make the most of what they start with
- Japanese get Infantry Landing Boats and Two Elite aircraft
- USA get Medics
Thanks
Re: Multiplayer - Wake Island
Posted: Wed Jun 20, 2018 1:48 pm
by Erik2
Interesting. I've had this on my alternate Marine Corps campaign scenario list.
Challenges accepted.
Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 9:48 am
by Erik2
You plan to add some graphics to the event messages?
Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 9:55 am
by Shards
Yeah, I've just pushed this one out there with (I think) the objectives working and first pass at terrain. I need to write a briefing as well
Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 10:03 am
by Erik2
Some of the Japanese deployment zones may be too far from Wake, leading to several turns of movement before any real action.
I noticed we chose the same invasion beach as the Japanese, partly because of the proximity to the Marshalls' air exit/entry (?)
Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 10:05 am
by Shards
Every deployment hex is 6 spaces from a piece of land (or they should be, I counted....) which is two turns for a transport. You might have to navigate the corals correctly though.
I also need to add a gun to Peale Island as that's where the first Japanese ship was sunk from historically I believe?
Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 10:07 am
by Erik2
Aha, so you did count the hexes...I just took a quick overview

Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 10:11 am
by Shards
Erik2 wrote:I noticed we chose the same invasion beach as the Japanese, partly because of the proximity to the Marshalls' air exit/entry (?)
OR DID I!!??
The first Japanese attacks were actually on Wilkes and Peale

Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 3:53 pm
by Shards
Good use of the Willys!
Re: Multiplayer - Wake Island
Posted: Thu Jun 21, 2018 5:59 pm
by SirAllan
It could be fun if we could combine both of your efforts

Re: Multiplayer - Wake Island
Posted: Sat Jun 23, 2018 12:00 pm
by Erik2
SirAllan wrote:It could be fun if we could combine both of your efforts

Two incomparable map sizes I'm afraid.
Shards' scenario needs a real close up map and mine air/naval a max zoomed-out version.
Re: Multiplayer - Wake Island
Posted: Tue Jun 26, 2018 4:40 pm
by Shards
What's your thoughts so far Erik? About halfway through in both games.
Other than a Naval gun up on Peale, I'm not sure there's much else to add/remove?
I'm expecting that the Japanese will win on both, but can long can the USA hold out?
Re: Multiplayer - Wake Island
Posted: Wed Jun 27, 2018 11:14 am
by Erik2
I really like this scenario. The deployment/purchase options are multiple, good replay value.
It would make a good tournament scenario.
I think I would have added Japanese unit air/naval exits to more than one corner of the map. It kind of entices the Japanese player to select one beach as the main landing zone.
Re: Multiplayer - Wake Island
Posted: Wed Jun 27, 2018 1:39 pm
by Shards
There's air exits in three corners of the map and Naval/Air deployment zones surrounding all three of those
I flew one of my zeros out of the NE in my game against you, after I'd used it for scouting your forces!
It's only the SE where the air force can't deploy into.
Re: Multiplayer - Wake Island
Posted: Wed Jun 27, 2018 2:43 pm
by Erik2
OK, and I assume you have done your usual counting of hexes so keep the distances to the exits the same
I really need to study you creations closer before posting

Re: Multiplayer - Wake Island
Posted: Wed Jun 27, 2018 3:12 pm
by Shards
Heh, those evacuation points are in the same place in each corner, rather than being X distance from the Island (Wake is too funny a shape for that). But the Japanese planes all have enough movement to make it to combat in two turns.
There are Naval deployment hexes alongside all the land transport deployment hexes, so I'd be surprised if anyone wanted to deploy a naval vessel out there, but left the option there in case.
Ta
Re: Multiplayer - Wake Island
Posted: Mon Jul 09, 2018 11:38 am
by Shards
Thanks for the games Erik!
Re: Multiplayer - [1v1] Wake Island Assault
Posted: Thu Jul 12, 2018 10:54 am
by Shards