Battle of Midway
This is the second installment of Brian McCue 's
(brianmccue@alum.mit.edu) groups' near-weekly refereed multi-blind
playthrough of the, as he calls it, Full
Monty Campaign Sequence. Names are slightly changed by
request to protect the innocent. Different installments
will be separated by horizontal lines.
Brian McCue
Last night we started the Midway scenario of the campaign sequence,
with Cris playing the Americans, me playing the Japanese, and Reese
kindly reffing.
My ships got spotted and were the target of a major airstrike composed
of carrier-based planes, far too many to have come from any single
carrier. Aware that in the past I've had trouble grasping rules on this
point, I didn't say anything, but looking at it now, Solomon Sea rule
8.6 seems pretty clear: "Planes from a US carrier can never be in the
same wave as aircraft from another carrier."
Faced with a choice of attacking a carrier battle group or a transport
group in the same hex, the Americans chose the carriers. The initiative
roll is extremely important in these rules, so I rolled a 2 and
announced, "Beat that!", only to have Cris roll a 1. The masses of
American fighters, though individually mediocre, shot down quite a
number of my few elite Zeke pilots. Cris's dice luck continued through
the attack, and he did untold (to him) damage to my carriers.
[Reese: Amusingly, the next CAP event Brian rolled a 9. I said that
justice demands Cris roll a 10, which he obligingly did. Immediately, a
brief discussion ensued on why the Romans kept gods so much and that
this sort of thing happening far more frequently than it is perceived
they should being re-affirmations of the existance of the gods.]
There was also an attack with differently-colored USMC aircraft, and I
can't remember whether it was in the same turn as the massive carrier
strike or not. Either way, it was a separate attack.
The invasion force pressed on through the night, and when day broke, it
was 100 miles from Midway. Another air attack ensued, but I had yet to
spot the American carriers. (Afterwards, Reese will have to explain to
me whether this was bad luck or unwise placement of my meagre two Air
Search counters. At the time, I had thought that it was the
"lackadaisical search" rule, but when I finally spotted the Americans
and pointed out to Reese that my searching should have the lackaday bit
cleared, he said that it hadn't been making a difference!)
I launched an airstrike against Midway. This strike was relatively
successful, flipping some of the USMC troops and also scoring hits on
the base, worth points in themselves and also destroying ground
aircraft there.
The troops landed on Midway and ground combat started on turn 16 (I
think); Ian and I having absorbed the lesson of our earlier Victory
at Midway game, which was that the invasion has to happen
relatively early if it is to succeed. Our invasion occurred as early as
possible, given the speed of the invasion transports. The initial
flipping of some ground troops by the air raid, and IIRC another flip
by a preliminary shore bombardment during the turn on which the ground
troops landed, paid off by putting the defenders behind in the ensuing
Lanchester duel.
(Hmmm. Straight Lanchester-wise, the Americans have 14 steps that hit
on 2's, and the Japanese have 8 steps that hit on 3's, so (ignoring the
American advantage of shooting first and the occasional problem of
wasted hits), the American Lanchester strength would be 14^2*(1/3) =
65.333, and the Japanese strength is 8^2*(1/2) = 32. But I think I
killed 4 steps before the invasion, which makes it nearly even:
10^2*(1/3) = 33.333.)
[Reese: The chance that the Americans would miss with all 14 steps
is about 4%. For the Japanese it is almost 6%. So clearly, reducing the
Americans with Air and Naval bombardment is critical. If you flip all
the American units, the odds of missing with all 7 steps goes up to
almost 21%.]
Cris had used up most of his luck in that first airstrike, and the
ground battle began to tilt in my favor. On the last turn that we
played (17), I finally managed an airstrike against his carrier task
group, and (with some good die-rolling on my side, and not Cris's),some
of my attacking aircraft survived the CAP and AA with a barely-intact
anvil attack (one flipped counter from each angle) on Enterprise. I
stacked up all the dive bombers against Enterprise as well, mindful of
the superior American damage control. Also, I am much less concerned
about "wasted hits" than other players seem to be; I'm willing to waste
a few hits now and again if by doing so I can ensure that a ship goes
to the bottom, from which it will not come back up. I got four hits on
Enterprise, inflicting untold (to me) damage under the damage rules.
[Reese:
The Solomon Seas/Campaign Sequence rules say Damage Control is bad
until you lose a CV. It's also only a -1. Getting two Eng hits is the
single most important thing you can do. It's a -5. Two hits of any kind
will give you that. A ship that has 2 deck hits gets a -1. You get a -2
for ready aircraft on board when hit by bombs (not torps). Generally
speaking, if you get 2 deck and 2 eng hits (two hits with bombs) the
chance of the carrier surviving is 20%. (10% for the Japanese at Midway
for their carelessness, except for the one-step Japanese counters,
which sink faster but have a +3 to the damage control roll.)]
Cris's submarines actually managed to get a hit (inflicting, yet again,
untold damage) on one of my carriers in the last turn, and the ground
battle on Midway continued to go in favor of the Japanese.
Lance McMillan: I'm curious, did Brian play VaM
strait (i.e. with the published rules)
or did his group use PBY counters with long-range searches (like in
SS)? Also, did they allow use of carrier planes to conduct air
searches, or restrict searches to just those (2 if I recall correctly)
allowed in the basic rules? It definitely makes a big difference...
Markus: They used the SS rules (the Campaign Sequence document
describes how to
play VaM as a SS scenario). However, they did decide to restrict
searches to the two CAV searches (in SS terms), which, as you say, is a
major restriction. I want to put a remark in the next version of the
Campaign Sequences that explicitly says carrier searches are allowed.
Another
issue that came up is the VP value of Midway. In VaM, Midway provides a
40-point swing depending on who takes it (it's worth 4 carriers). I
consider that excessive (since the main purpose of the Japanese was to
hunt carriers). Accordingly I left out these VPs in the Campaign
Sequence draft and instead introduced a cut in the number of US
land-based aircraft available around Guadalcanal in the later battles
if the Japanese took Midway. As I wasn't available for discussion at
the time in the game they decided to go with the VaM VP value (doubled
to match the SS scheme). I wouldn't have done it that way but having
decided on it at the start of the battle it makes sense to keep things
that way.
An issue that arises is that if you don't play
Midway as part of the sequence but simply take it as "background
history", the Japanese player does not get a VP deduction. This means
that someone who plays VaM and gets the historical result suddenly has
to deal with a much heavier point burden which seems odd. (But isn't if
we assume VaM as a game is balanced. What's interesting is the
different number of points both sides get for Midway in VaM and Ben
Knight has (to the degree he remembers) confirmed my suspicion that
it's likely to correspond to the relative probability of these sides
ending up with the island in VaM playtesting. So it probably makes
sense to retain some points, but reduced in importance (if the Japanese
lost 2 carriers more than the US, they would probably have considered
the battle a disaster whether they took Midway or not). A suggestion
that was also made was that a lopsided Japanese victory at Midway would
probably have jeopardized the Guadalcanal landings, so I may want to
put a stronger "automatic victory" condition in if the Japanese manage
to take both Port Moresby and Midway.
Last night we foresaw a short
session to finish Midway (though I, certainly, did not foresee the
result!).
We had a full complement of those who have played in either of the
Campaign Sequence games on hand for the finish of the Midway game--Cris
and Shawn on the American side, Ian, Rick, and me on the Japanese side,
and Reese reffing. We failed to take Midway, with the ground battle
stretching into a fight between two flipped counters, only to have the
Americans suddenly triple in ferocity and win on the second day of
tripled ferocity. This seemed somewhat unsatisfactory, but of course in
the original rules we would have just lost when the game ended. In the
original VaM game, the Japanese get 25 points for taking Midway, but
the Americans get only 15 points for keeping it. Reese kept these
relative values, doubling them to bring them into scale with Solomon
Sea.
[Reese: The ground combat was unexpectedly exciting. It seemes at
the end of last session it was hopeless. Two American flipped counters
against three Japanese flipped counters and a Japanese unflipped
counter. That the Americans won seems highly fortuitous on their part.]
The surviving Akagi had, by the end of the game, made it off the
Western edge of the board. An airstrike had hit the transports, which
were basically acting as a decoy for the rest of the surface force,
which was found on the last turn or so and subjected to a rather wimpy
air strike. I had been thrashing around with this force, hoping to
contact the Americans and have a giant sea battle in which I could gain
some needed VP.
Without any such sea battle, and having lost all the carriers except
Akagi (i.e., both small carriers and 3 out of 4 big ones, vice the
historical Japanese performance of losing all 4 big ones and keeping
both small ones), we got the worst of the battle, VP, wise, and now
trail 239.5 to 153, a deficit of 86.5 points, whereas at the end of
Coral Sea, we were behind 130.5 to 86, a deficit of 44.5. On the plus
side, we managed to sink Enterprise.
Ian, now in command of the Japanese forces, wondered why we are so far
behind, given that we're not doing much worse than the historical
Japanese. One reason might be that, because of repairing, some of our
carriers have cost us more points than their total value: we could fix
the hits, but that didn't get us the points back, and then when the
carrier eventually goes down, we lose its whole value all over again.
[Ian: The difference at Midway was also because of the highly
improbable US win on the island. Reese said the Americans only would
have won by two points had the Japanese taken the island.]
Our idea was to land on Midway as early as possible, so as to give the
ground troops long enough to finish the battle. On this basis, we got
one airstrike in before the troops landed. Two would have been better,
but I'm not at all sure that we could have done it; as it was, we only
did two airstrikes in the whole game, the one against Midway and the
one that sank Enterprise.
Next time, Eastern Solomons!
Markus: We actually had some
email discussion about the victory conditions
(mentioned abovefolder somewhere). When I put the campaign game
together, I specifically intended not to give a benefit to the US for
holding Midway (since that exaggerates its importance to the Japanese,
it is worth a lot of points anyway). The primary goal of Midway was to
make the US fight, having another perimeter base was thought convenient
but secondary. As such, the 30 points to the US would not be awarded if
I were playing and so the Japanese would now be trailing by 56.5 points
instead of 86.5 (209.5 to 153).
Markus