Showing posts with label Command at Sea. Show all posts
Showing posts with label Command at Sea. Show all posts

Tuesday, June 5, 2012

USS Yorktown under attack during the Battle of Midway

Today is the 70th anniversary of the first and most critical day of the Battle of Midway.

On the one hand, the battle is among the best remembered of the war because of its obvious importance and the high drama of the situation and how it played out.  You had an enormous Japanese fleet, heretofore highly successful, being defeated in the most dramatic fashion possible by the outnumbered, plucky Ameircans.

that's certainly the popular image anyway, as shown by Hollywood  in the movie Midway and in popular books such as Incredible Victory and Midway: The Battle that Doomed Japan.

Of course more recent scholarship, most vividly in Shattered Sword, shows that it wasn't quite as one-sided a situation as all that and that the odds were not as much against the United States as the raw numbers might suggest.

This is no news to wargamers, of course. Midway is one of the original, classic wargame situations in the hobby, ever since the seminal Avalon Hill game Midway appeared in 1964. The appeal of Midway, from a wargaming standpoint, is that it's not only an important battle, but a remarkable even one. Yes, the Japanese had a large fleet, but at the critical point the two sides were very comparable in strength. The Japanese carrier task force was comprised of four fleet carriers carrying 225 aircraft escorted by five battleships and cruisers while the American task force was comprised of three fleet carriers with 233 aircraft and an escort including eight cruisers. The island of Midway formed a fourth "aircraft carrier" with another 81 combat aircraft.

Each side had advantages. For the Japanese this included highly trained and experienced aircrew with  first-rate planes using  advanced carrier doctrine and techniques. For the Americans there was the advantage of code-breaking and superior damage control. While the Japanese held an advantage in plane quality generally, the American Wildcats were learning to hold their own against the Zero and the Dauntless Divebombers were excellent.

Perhaps nothing helped the Americans more than their good luck and some good leadership. The key decision by Wade McClusky leading the Enterprise divebombers to follow an errant Japanese destroyer to the carriers and the fortuitous timing of the various uncoordinated American attacks created the conditions for victory.

But no one can read the details of how this all happened without seeing that it could very easily have turned out the other way. The Hornet divebombers strike, for example, completely missed the Japanese fleet and ended up landing on midway. If the Enterprise strike had done likewise then only the Yorktown's strike would have ended up finding the Japanese fleet. That attack sunk the Kaga. Historically the counterstrike by the Hiryu was enough to sink the Yorktown, but what would have happened if there had been three surviving Japanese carriers available to launch? We can't know for sure, of course, but Capt. Wayne Hughes analysis in the book Fleet Tactics suggests that under the conditions of 1942 carrier battles each carrier deck load could be expected to sink or disable one opposing carrier on average. So it's quite likely that the US might have lost all three of the Yorktown class ships on the afternoon of June 4th. 

Midway itself probably would not have fallen, as the projected Japanese invasion force seems wholly inadequate to defeat the marines present on the base, but the Japanese would have been well-placed to follow up their success. Certainly there would have been no Guadalcanal campaign as the United States would have had to husband its remaining carrier assets (primarily the Saratoga and the Wasp) until the Essex class ships started to arrive.

The Japanese naval aviation would also have been in much better shape as there would have been no heavy attrition in the Solomons and the carrier pilots would have been kept aboard their carriers.

As to whether the Japanese would have ultimately prevailed, it's hard to say. They still had to cope with the fact that their industrial strength was inadequate to compete with America over the long haul, but they would have had many opportunities to make the long and challenging drive across there Pacific and even longer and more challenging affair -- at least until the atom bomb weighed in.

For me, personally, Midway has always been one of my favorite topics in wargaming. My very first wargame was Avalon Hill's Midway, which I still think is one of the best classic wargames. I also have a half-dozen other Midway wargames as well.

Saturday, March 31, 2012

Midway cruiser action at Havoc XXVIII

The defenses of Midway


I've been wanting to do this particular scenario for a long time -- years as a matter of fact.

It was inspired by scenario article from the Naval SITREP in 2002, which postulated that admiral Kurita's cruiser task force (the four Mogami-class cruisers familiar to any player of Avalon Hill's Midway) was NOT recalled at the last minute but pressed on to bombard Midway at dawn on June 5th.

I gathered the necessary miniatures over the years, has a custom map prepared and got some LITKO plane markers. The rules, naturally, were the Fourth Edition of Command at Sea, Larry Bond's World War II entry in his Admiralty Trilogy of 20th-century naval wargaming rules -- which in turn is descended from his Harpoon rules set. The Admiralty trilogy is very detailed and backed by voluminous research. Indeed, the data annexes alone are worth getting for the information alone.


In this case I made mostly minor changes from the published scenario and had three players take part. Two players commanded the Japanese force, which was comprised of the four Mogami-class heavy cruisers of Cruiser Division 7.

A single player commanded the American forces, which were comprised of a mixed squadron of Vindicator and Dauntless dive bombers with 12 planes; an 8-strong PT-boat squadron; the shore batteries of Midway, comprised of two 7-inch batteries, three 5-inch batteries and a pair of 3-inch batteries, each of two guns; and an anti-aircraft group of 8 batteries.

The Japanese force entered the playing area from the southwest in darkness, while the PT boats cruised back towards Midway from the northwest.

The Americans decided to launch a dawn search pattern with four 3-plane flights of bombers searching from southwest to southeast. Meanwhile, the Japanese launched a pair of float planes to search to the north. Two more float planes were launched to form a close-in anti-submarine patrol.

Within a few minutes one of the float planes discovered the PT squadron and shadowed it from above AA range. Knowing they had been discovered the PT boats adjusted their course more towards the south in the direction the Japanese plane had approached.

A few minutes later the cruisers were spotted by one of the three-plane bomber elements, which proceeded to shadow them and call for reinforcements.

As so often happens, things started to happen quickly at this point. While the first element of dive bombers waited over head, the PT boats spotted the cruisers and were soon spotted themselves. As they closed the range a hit from one of the cruiser secondaries took out one boat, causing the rest to shy away and begin evasive maneuvers. The Japanese pressed on towards Midway.

A second element of bombers showed up and the Americans decided not to wait any longer. The two elements of Vindicators targeted the lead two ships in the Japanese column. Faced with the airborne threat, the Japanese secondary batteries moved to AA mode while their main batteries blasted way at the elusive PT boats.

The first two elements of attacking planes were Vindicators, whose pilots were not trained in dive-bombing techniques and therefore made a glide-bombing attack. The Japanese AA fire was reasonably effective, bringing down three planes, but the Marine pilots were also accurate and landed a couple of hits, causing damage to both Japanese cruisers, including the flagship Kumano.

Another element, this time of Dauntlesses, now arrived overhead and also picked on the Kumano. Trained in dive-bombing tactics they planted several more nits on the leading cruiser, while losing one of their own. These hits caused severe damage, including a critical engineering casualty, that slowed the cruiser and forced it to haul out of line. The Japanese ship, interestingly, chose to turn port, towards the PT boats, instead of the safer starboard.

As the fourth, and final, element of Dauntless dive bombers appeared and made their attack runs the PT boats made a sudden dash at the Japanese line. With the Japanese secondaries fully engaged with the dive bombers the main batteries were not enough to hit any of the nimble torpedo boats, which launched a full 28-torpedo salvo at the Japanese cruiser line.

The dive bombers were able to get another hit on one of the cruisers still in line, but at the cost of two planes. The retiring PT boats also lost a boat to an 8-inch shell as they departed. During this portion of the action the Japanese launched two more float planes, with the intention of using them to spot for cruiser fire against Midway.

One torpedo hit the already heavily damaged Kumano, leaving it dead in the water, while the Japanese cruiser line turned away from the torpedo spreads and began firing on the airfield.

The first hapless Japanese float plane was blasted from the sky by an intense barrage from the island's AA batteries -- and the second plane decided against trying its luck. Unspotted and at long-range, the Japanese shells did minimal damage to the airfield or facilities, while suffering occasional hits form the 7-inch shore guns in return. Around this time one of the PT boat torpedoes hit one of the undamaged cruisers. While having little immediate effect on the Japanese ship's fighting ability, it seemed to be one of the last straws for Japanese morale.

After a few more minutes of exchanging fire with the 7-inch battery the surviving Japanese ships turned away. An attack by the three hastily re-armed Vindicators came to a bad end as all three planes were shot down, but this success did not hearten the Japanese enough as they continued to head away at full speed.

The re-armed Dauntless element tried to finish off the crippled Japanese cruiser, but lost two planes to its desperate defensive fire. Still, dead in the water and within range of a 7-inch shore battery, the ultimate fate of the cruiser was not in doubt.

So a resounding American victory. For the loss of 11 planes and 2 PT boats the Americans sunk one heavy cruiser and damaged two of the remaining three cruisers. Damage to the airfield was minimal -- a couple of cuts and some buildings damaged.

Overall an interesting an instructive scenario. Despite the powerful cruise force, the Japanese appear to have a tough job, as it takes considerable nerve to bring the cruisers in close enough to be able to engage the camouflaged shore batteries. The American commander was quick to take advantage of the fortuitous accidental arrival of the dive bombers to make a coordinated attack by PT boats and bombers.

Friday, September 23, 2011

Polarizing

Test of Fire -- action around Henry House Hill


It's not just politics that seem to be becoming more polarized -- my tastes in games are going in two different directions as well.

As I get older I find I'm appreciating games on the far ends of the realism/playability spectrum and losing interest in the much that's in the middle.

On the one hand, I'm really enjoying games such as Test of Fire. It is, by no stretch, a simulation. But it does manage to capture the overall flavor of the Battle of First Bull Run with an elegantly spare set of rules -- practically a Japanese rock garden as far as wargame rules go -- that's also a lot of fun and extremely quick to play (45 minutes to an hour).

And on the other hand, when I really want to understand the "what-ifs" of History I find myself drawn to games such as Command at Sea or Persian Incursion.

The problem is that medium complexity wargames no longer hit a "sweet spot" for me. They're generally too lengthy and work-intensive and yet I've lost faith that the work leads to a significantly more accurate simulation. Some of the newer designs I've come across sometimes seem to do things differently simply for the sake of doing things differently. And some design abstractions seem to be inadequately justified to me. I'm often left wondering why things are done a certain way and the designer doesn't enlighten. There are exceptions, of course, but that's the trend I'm seeing. Now there's no question that a game like Harpoon 4 is a lot of work, but at the end of the day you see what the work is for and its explicit nature makes it easy for you to modify as you see fit. As soon as the designer starts abstracting things, a certain opaqueness descends on the design. Even if you tiker with it, you can't be sure you're having the desired effect on realism. If you add an artillery unit that's missing from the OB are you really making the game more realistic. Maybe the designer already factored it into the strength of another unit -- or maybe you're over-estimating the effect of the unit and the designer was justified in leaving it out.

On the other end, a game like Test of Fire isn't about that sort of thing anyway. It's about providing an entertaining game narrative that captures the overall flavor of the battle without worrying overmuch about any details. And it only takes an hour.

Friday, April 23, 2010

70th anniversary of a fight you never heard of

One of the neat things about Larry Bond's Admiralty series of games is the exhaustive research that goes into them, to the point that wargamers can, if they are so inclined, recreate some truly obscure incidents.

One such episode was an early morning encounter on April 23, 1940 between three French destroyers and a small German mine-laying force comprised of two mine ships and two patrol boats off the coast of Denmark. The actual incident itself resulted in no damage to either side, although shots were fired. It's a scenario in the La Guerre Navale book in Atlantic Navies, Vol. VII of the Command at Sea series of naval games by Clash of Arms.

Before dismissing this out of hand as uninteresting, I think that this sort of scenario reminds us that it's not all grand battles and important campaigns in wartime. Indeed, most of it consists of unsung routine duty that nevertheless carries danger. A sailor is just as dead whether he dies in a famous fleet action or in some forgotten naval skirmish that will hardly rate a mention in history. I think it's certain that this small action in the Skagerrak has never appeared in a wargame before and nearly as certain that it will never appear again.

But it's nice to see that it appeared at least once, and that the French and German seaman who risked their lives that morning are not forgotten entirely.

Wednesday, February 17, 2010

Sometimes you need to fill a gap

I enjoy Axis & Allies War at Sea naval miniatures as a game in its own right, as well as a good source for painted ships suitable for other naval wargames, including Larry Bond's Command at Sea system, represented in my collection by Atlantic Navies. But Bond's game is not for the faint-hearted or casual gamer. What I really lacked was something in between the two.

Or, more accurately, something in-between them that I'd likely get someone to play. My previous gap fillers comprised Panzerschiffes TG-2 and ArmourSoft's Shipbase III computer-assisted rules -- both of which are now really obscure. The Shipbase III game is a DOS-based computer program that's awkward to try using on newer machines. And Panzerschiffes replaced the dice-based TG-2 with a card-based TG-3 some time ago. I got a lot of good gaming out of both titles, but they're out-dated now. I also have some "antique" naval rules, Fletcher Pratt's and a set called "Victory at Sea" from 1971, but neither is playable by current standards.

So I picked up Mongoose Publishing's Victory at Sea (no relation to the 1971 game of the same name) which seems to hit around the same spot as far as complexity goes while being reasonably popular these days. I'm aware of some criticism on realism grounds, but it seems pretty passable on that score. If needed I'm sure I can borrow a rule or two from Command at Sea, but if I need a detailed simulation I'll use Bond's game anyway.

A&A War at Sea is really a board game that uses miniature ships, so it doesn't really fill the need for a real naval miniatures game (although the model ships do). So I decided Victory at Sea was my best choice among the similar titles out there. Now I need to play it a couple of times to see if I'm right.

Friday, February 12, 2010

Operation Cerebus --Feb. 12, 1942


The Bismarck is probably the best-known German warship of World War II, but I think a case can be made that the most storied career was experienced by the Battlecruiser Scharnhorst, usually in company with its sister ship, Gneisenau.
The Scharnhorst has an amazing run as an Atlantic raider, carrier killer and dueler with battleships. One of its most dramatic escapades was the "Channel Dash" or Operation Cerebus. Starting late on Feb. 11 and completed by Feb. 13, the key day for the operation was Feb. 12, 1942. The length of the voyage meant that the German ships would have to endure at least one day's daylight hours within close range of British airpower. The audacity of the German move served them well, however, and the British were unable to effectively mobilize against the German task force, which comprised the two battlecruisers, the heavy cruiser Pinz Eugen, a half dozen destroyers, 14 torpedo boats (small destroyers) and 26 S-boats (PT boats).
The Scharnhorst miniature from Axis & Allies War at Sea.
Despite its fame, Operation Cerebus isn't featured in many wargames, but it is a scenario in the new Atlantic Navies game from Clash of Arms, vol. VII in its Command at Sea series. The tactical scenario depicts the torpedo attack by five British destroyers from the Harwich force. The historical result was a defeat for the British, as they achieved no hits and ad one destroyer very badly damaged. Given the disparity in force, the British seem to have done well.
Good fortune smiled on the Germans for the most part, although the Scharnhorst was damaged by a mine. Overall the episode was a humiliating defeat for the British and a propaganda coup for the Germans, but in the grand scheme of things it didn't have a big impact. It may have even simplified the strategic situation for the British by removing the threat of a sortie from Brest into the shipping lanes.