January 2002

Here's a small game I missed in my files:

Marines on Namur

A Pacific Theater wargame scenario for Command Decision 3rd Edition (played with 2nd Edition dark-green command chits). Jon Caudill and I played this at Game Central in El Cerrito using 20mm miniatures. Americans against Japanese on a very small island! I vaguely recall that it was a brutal battle for the US.

Scroll down below the photos to read the scenario information.








Marines on Namur
A Pacific Theater wargame scenario for Command Decision 3rd Edition

Players:
US Marine CO:              Jon Caudill
Japanese island garrison CO:    Me


Historical Setting:

The U.S. 4th Marine Division lands on Roi-Namur from Kawajalein Lagoon on February 1, 1944.
Two battalions successfully clear Roi on the 1st.  Namur turns out to be a tougher nut to crack, as it is heavily jungled and covered with a tangle of vegetation shattered by intense aerial and naval bombardment.  The debris camouflages the numerous bunkers, pillboxes and strong points held by the Japanese garrison.  One Marine battalion storms onto Namur without its heavy weaponry, as the tangle of broken palms makes it difficult for the LVTs to land and get ashore to support the foot soldiers.

Historical Outcome:

After fighting all day on February 1st, Namur is still not subdued, the Marines having managed to take almost half of the island with the aid of a few landed tanks.  But more tanks and reinforcements are brought on the next day, and by about 2pm the island is declared clear of Japanese.


Scenario-Specific Rules:

    Smashed Jungle Terrain: The entire island is covered by thick jungle that has been shattered by heavy bombardment.  LOS through this terrain is limited to 1 inch, and all fortifications and structures are treated as personnel stands for purposes of being spotted because they were well-camouflaged by shredded vegetation.  All movement rates are halved when moving through this terrain.

    Miring Vehicles: Marine tanks mire in jungle terrain on a roll of 2, and unmire on a roll of 1.  The miring roll is made at the end of the Movement phase.  To unmire, a tank must use a Full Advance order, and if successful it must move 1 inch in the direction of the arrow on the order chit.  Mired vehicles may not pivot.

    Secret Island Hazard--JAPANESE/REFEREE EYES ONLY: During the first day of the attack, a Marine demolition team threw a satchel charge into a blockhouse filled with torpedo warheads; the resulting explosion caused quite a lot of damage, killing 20 Marines and wounding over 100 others.  In fact, this blunted the effectiveness of the attack on February 1st.  
    To represent this hazard, the Japanese player may choose a location for a blockhouse model that cannot be farther than 5 inches from the shoreline.  At the end of a Movement phase when a Marine stand first enters the blockhouse, the structure will explode, destroying the blockhouse and putting two hits on the stand.  Any other stands inside the building will take one hit and get a P-2 marker.  The building becomes impassable rubble.
    If the Marine player discovers the blockhouse and brings it under artillery or flame attack, the building will explode, whether or not Marine stands entered it.


4th Marine Division Forces

Objective:      
Capture the Island of Namur and completely clear it of Japanese forces before nightfall on February 2nd.


February 1st:

III/10th Marine Battalion 

    Experienced, morale 10

    Headquarters and Service Company, with:
        1 command stand        Integral Bazookas  q 
        1 FO stand (calls fire for Off-Board Light Artillery Battalion)

    Rifle Company G, with:
        1 command stand with Integral Bazookas 
        1 weapons stand
        3 rifle stands with Integral Bazookas

    Rifle Company H, with:
        1 command stand with Integral Bazookas 
        1 weapons stand
        3 rifle stands with Integral Bazookas

    Rifle Company I, with:
        1 command stand with Integral Bazookas 
        1 weapons stand
        3 rifle stands with Integral Bazookas

    Attached Flamethrower Tank Platoon, with:
        1 M3A1 Satan flamethrower tank 


Marines Notes:

    Integral Antitank Weapons: All command, rifle, and engineer stands have integral bazookas.  These may be used against enemy personnel stands in buildings, bunkers or pillboxes (but not in trenches or other terrain).  A successful to hit roll puts a hit on the target stand.

    Infantry Flamethrowers: Each infantry battalion was furnished with sufficient man-portable flamethrowers to equip up to two stands (designated by the controlling player).  The flamethrower capability is used up after a stand makes two flame attacks.

    Artillery Ammo: For scenario purposes, off-board artillery ammo is unlimited.


4th Marine Division Forces - Off-Board Artillery Support (both days):

    Light Artillery Battalion, with:
        3 75L16 mountain (pack) howitzers

    Medium Artillery Battalion, with:
        3 105L23 howitzers



Enter February 2nd:

    Attached to the Battalion Headquarters and Service Company:
        1 FO stand (calls fire for Off-Board Medium Artillery Battalion)
        1 81mm mortar stand (ds) 
        1 37L53 AT gun   
        1 gun crew stand   

    Attached to each infantry company:
        1 MMG stand (for a total of 3 MMG stands deployed)

    Engineer Company, with:
        1 command stand with Integral Bazookas 
        1 engineer stand with Integral Bazookas
        1 engineer flamethrower stand

    Mixed Tank Company, with:
        1 command M4 (75) tank
        1 M3A1 Satan flamethrower tank 



Japanese Namur Garrison

    Objective:  Defend the Island of Namur until nightfall on February 2nd.

    Experienced, morale 10  (Labor stands: Regular, morale 8)

    Battalion Headquarters, with:
        1 command stand
        1 flag stand
        1 engineer stand
        1 81mm mortar stand (ds) 

    Infantry Company with:
        1 command infantry stand
        1 weapons stand
        2 infantry stands
        2 antitank assault stands

    Machine-gun Company, with:
        2 MMG stands

    Infantry Gun Company, with:
        1 75L36 field gun
        1 gun crew stand (ds)

    Labor Company, with:
        4 laborer stands    (Regular, morale 8)


Japanese Notes:

    Moving the field gun: This may only be done overnight, between February 1st and 2nd, and may not be moved farther than 10 inches from its starting position.  The gun may not be moved during battle turns.

    Labor Companies: Some Japanese infantry regiments had attached labor companies, for construction and fortification purposes.  These units are one troop quality level below the rest of the division.
 

 

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