Okinawa 1945 Naval scenario

This is a general forum for all types of posts related to Military models.

Moderators: dnichols, GHQ, Mk 1

Post Reply
ed*b
E5
Posts: 163
Joined: Sat May 26, 2007 9:45 pm
Location: Surrey, BC

Okinawa 1945 Naval scenario

Post by ed*b »

Here's a quick naval scenario which, though not truly historical, under different circumstances could have happened. We've gamed this several times and found it interesting, as the Japanese have to use torpedoes offensively and try to protect some fragile ships. It is based on the general situation in April 1945, at the time of the invasion of Okinawa.

Japanese Forces:

Yamato, Nagato, Haruna, Ise, Hyuga (the last two the AV mod). This is every capital ship the Japanese had left then. Plus 2 Fubuki DD (one at least with reload TT) and 2 Mutsuki DD.

US Bombardment Force: Texas, Nevada, Maryland and 4 Bagley DD

British Pacific Fleet: King George V, Howe, 2 N-class DD (6x4.7" guns, 2x5TT)

The Japanese enter in line astern, flanked by DD, from the west edge and their goal is to cross beyond the N-S entry line of the Allied forces with 2 capital ships at least 5 kts faster than the fastest Allied capital ship. The British enter to the north-north-east edge and the US to the south-south-east edge. The size of table will depend on the rules you're using, but the forces should start at around 20,000 to 25,000 yards (whatever that works out to in your scale).

If your rules cover radar, the UK have Type 284M sets on the BB, the Yamato has Type 2 Mod 2 radar, and the US ships have Mark 3 radar on Texas and Mark 8 radar on Maryland and Nevada.

Jmrino
Posts: 27
Joined: Wed Oct 12, 2005 12:04 am

Post by Jmrino »

On paper, I'm pretty sure who I'd put my money on but how has it played out?

What ruleset do you use?

Zeppelin
Posts: 66
Joined: Sun Dec 12, 2004 9:24 pm
Location: Utah

Post by Zeppelin »

You're right, it would have to be under different circumstances. Otherwise the Japanese force would be obliterated by US and British carrier airpower. As what really happened when Yamato tried to approach Okinawa.

Perhaps the carriers couldn't launch. Try using severe weather and squalls which also can help shorten encounter ranges. Would be interesting! I think I'll suggest it to my group, which is using Micronauts: The Game rules.

Best regards,
Mark in Utah

ed*b
E5
Posts: 163
Joined: Sat May 26, 2007 9:45 pm
Location: Surrey, BC

Post by ed*b »

The latest two runs came out as Allied wins - the first was fairly major but that was helped greatly by the Texas (which I was running) managing to jam a main turret on the Yamato in the opening exchanges at 20,000 yards. The second was very close as the Japanese managed to cripple the Maryland when it didn't show sufficient respect for Long Lance torpedoes. This was offset by a critical hit on the Haruna which left it dead in the water. Without that, it would likely have been a Japanese win.

ed*b
E5
Posts: 163
Joined: Sat May 26, 2007 9:45 pm
Location: Surrey, BC

Post by ed*b »

Also, the ruleset we are using is Supremacy at Sea, developed over the past 30 years by our local naval gaming group. Turns represent 5 minutes, the scale is 6" = 2000 yards. Guns and ships are rated with point values and the CRT shows penetration of vertical and horizontal armour at set ranges for each type of gun. There is a special damage table (on average one in six hits is a special) giving major effects (depending on where the shell hits and whether it is penetrating or non-penetrating). Torpedoes are fired by laying down a card (originally a computer punch card) with multiple lines radiating from the firing point. The actual line chosen, number of torps and spread are written on a hidden slip of paper. If the target ship is in the spread, a formula based on range, profile, spread and number of torps gives the chance of a hit.

Post Reply