Invasion of Parry Island
22/2/44
In early 1944 the Allies planned to take the Marshal Islands from the Japanese to deny them the use of the airfields there on. The last of the islands to be assaulted was the diminutive Parry island, headquarters of the Japanese 1st Amphibious Brigade. Their commander Maj. Gen. Yoshimi Nishida knew he could not beat the Americans, but he ordered a tenacious defence to the death and would make the Marines pay for very foot of land
The assault opened with a ferocious naval and air bombardment, but the Japanese were well dug in and it certainly didn't break the Japanese fighting spirit. What it did do was start many fires. The smoke from these blew in to the faces of the assaulting troops, which was probably a blessing as the Japanese could not see to fire at the LVT's in the water.
During the actual attack there was no US air support and little naval bombardment due to safety fears about the proximity of US to Japanese forces. The more precise field artillery was hamstrung by ammo shortages at the end of long tough campaign.
Map and Order of Battle
Deployment
The game starts in the opportunity fire phase of turn 1. All the US turn 1 forces are deployed on the appropriate beach next to their transports. They are assumed to have made a cautious advance.
1/22 Marines may deploy anywhere on Green 3 beach and 2/22 Marines anywhere on Green 3 beach. The units marked as reinforcements arrive anywhere on their corresponding beach. They arrive in the movement phase and are assumed to have made a cautious advance move
The Japanese may deploy anywhere on the island. A maximum of one company can be within 6" of each US beach. All the Japanese are entrenched (-3 cover)
Terrain
The size of the island is indicated on the map (assumes 1"=50m). North is towards the top of the map
Blue is sea. Land units may move up to an inch into the sea. This is half speed.
The yellow areas are beach or clearings: open terrain.
The green area is covered in palm trees. These are fairly widely spaced so do not give cover. LOS through the palms is 4". Infantry movement is not impeded, however a combination of the palms and shell holes from the preliminary bombardment slows vehicles to half speed
The grey squares are 2 inch by 2 inch areas of rubble (-3 cover). They may only be occupied by a single personnel stand.
The red lines are dirt roads. They do not allow road moves but do overcome the penalty for moving through the palms for vehicles. LOS to any stand on, or touching, the road is 6"
Special Rules
The game starts at 9:00am and lasts a minimum of 8 turns. At the start of turn 9 roll d6 - the game ends on a 6. At the start of turn 10 roll d6, the game ends on a 4-6. Each subsequent turn it ands on anything but a 1.
The island is on fire. LOS starts as 4" anywhere east of Green 3 beach and north of the southern reach of the palms. Starting on turn 3, and each turn thereafter, roll d6. On a 4-6 visibility improved to normal.
The LVT's and DUKW's (but not the LVT(A)-1) will withdraw. On turn 2 they withdraw on a 6. Turn three 4-6. Turn 4 they automatically withdraw. Just remove the models from the table. If they have passengers and are on land they passengers dismount. If they are at sea the the passengers go with the vehicles.
If both Marine players wish to call the USS Haily randomise which gets to do so. Do this before the calling dice are rolled
Victory Conditions
The game is intended to be three handed, one player for each of the Marine battalions, one for the Japanese. The player with the most points wins. If there are only two players then the allied player must half his points (round down)
Historical Note
Historically at 10:00am the 3/22 Marines arrived as a reinforcement. In the interests of play balance I've assumed they have been delayed