Wednesday, December 28, 2011

Tales from the Man Cave: The Relief of Wake Island



As a lifelong wargamer and hobbyist, I’ve always yearned for ample space to spread out, and it hasn’t been until the purchase of my current house that I’ve actually had it. Wargamers know that one of the critical requirements of any session is space; it’s always a pain to begin a game knowing that there’s a ticking clock involved, that in two or three hours you’re going to have to pick up the pieces and put it all away. Longer, campaign-length scenarios become a practical impossibility, and even shorter battles often have to be truncated due to unforeseen, extra-game events. Such as dinner. Or children.

But now that I have a basement, a chair, and a large (if improvised) table, I’ve now begun to dive into some of the larger, strategic-level games I’ve owned for years but never had the opportunity to try out.

The game I’ve been going through for the last few weeks has been Pacific War, a division-level reenactment of World War II’s Pacific theater of operations from Pearl Harbor in 1941 to 1945. The game is immense, with over 1,200 counters depicting the ground, air, and naval forces of Japan, the United States, China, the United Kingdom and its Commonwealth Nations, and the Netherlands. There are two giant maps that cover India, Japan, and the Aleutians to Northern Australia, the Hawaii Islands, and the innumerable islands between.

Being a naval-dominated theater of operations, special attention has been given to the naval counters, and like many naval warfare games, the capital ships have their own counters, while the rest represent groups of similarly-classed vessels. Not so here, and for an amateur historian, it’s rather cool to learn history as you go.
I’ve never been a fan of task force-oriented counters, but the system in Pacific War works well, even for solitaire play. [For those of you unfamiliar with the concept, it’s the practice of one counter, marked with a star for the US/Allies and a rising sun for the Japanese, representing however many ships are moving together. It keeps the board from getting cluttered, adds to the potential ‘fog of war,’ and is consistent with the actual practice of task forces.]

Another concept the game gets right is searching for the enemy—you can only attack what you can spot, and a lot of battles turn on who saw whom first, or at all. The Pacific Ocean is a huge place, and with cloud cover and weather often playing a factor, some odd occurrences often crop up, as they did historically. And if you are playing against another player, make sure you take notes once your searches give you real intelligence, because you are not allowed to inspect the composition of enemy task forces otherwise. Conversely, recombine and mix up your task forces often, for obvious counterintel reasons.

Upon first opening the box, you may feel a little overwhelmed at the sheer scale of the game. Victory Games, however, has done the novice a great service by issuing a scenario booklet with a series of what they call ‘engagement scenarios’ that are solitaire, 10-15 minute games that focus on one small aspect of the game. For example, the Pearl Harbor scenario introduces the player to naval air combat, the First Invasion of Wake Island focuses on amphibious assault, and ground combat is covered in the invasion of India. Each scenario is lopsided and wouldn’t be suitable for two players, but is highly instructive in a compartmentalized way.

I've just finished my first battle scenario, "The Relief of Wake Island." This was an aborted relief effort that took place in December 1941 shortly after the bombing at Pearl. Wake had already fended off one feeble invasion attempt by the Japanese (the only amphibious invasion of the Pacific war to fail), and now they were back with significantly increased numbers. The US had three carriers in the area, but the Saratoga lolly-gagged its way to the battle, basically ruining any chance for a reasonable defense. Although the Marines fought valiantly, it can be argued that the Navy was right to abandon Wake, because a victory at Wake would probably have drawn in major Japanese attention (4 additional carriers were in cruising range)while not achieving much strategically. Even if they had retained ?Wake, it would have been difficult to hold. Nevertheless, it was the low point of the US in the war, with the Marines, seeing no relief was forthcoming, surrendering the remainder of their forces on Christmas Day.

But what if Vice-Admiral Pye had decided the risk the entire Pacific Fleet anyway? This is where I enter.

Cycle 1: The Allied and Japanese forces move into position with either failed or unsuccessful searches.

Cycle 2: 2-engined bombers from Kwajalein attack the CV New Orleans, but are repulsed by AA. Meanwhile, airstrikes from the CV's Soryu and Hiryu catch the remaining Marine Wildcats on the ground. Elsewhere, a Benson-class destroyer is instrumental in the sinking of Fubuki-class destroyers (right). On the Japanese side, the Furutaka and Aoba-class cruisers cripple the CV Saratoga, which is forced to slowly withdraw towards Pearl, while the remaining pilots transfer to the CV Lexington. Yuburi-class cruisers bombard the fortifications on Wake, whose naval guns score a hit on the Mutsuki APD's carrying the 144th Infantry Rgt.

Cycle 3: The remaining fortifications on Wake are taken out by Japanese aircraft, and the 1st Marine Battalion is bombarded and broken. US aircraft inflict heavy damage on the Soryu, but waste a golden opportunity to nail the Hiryu, missing it completely. The 144th has no problem occupying Wake (the actual battle for Wake was much costlier for the Japanese).

Cycle 4: The Japanese sink the Lexington. Its fighters simultaneously cripple the Soryu (a bit of revenge, as it and the Hiryu were 2 of the carriers that carried out the Pearl Harbor attacks two weeks earlier). But don't cry for the Lexington, because it would be sunk later on in the Battle of the Coral Sea, anyway.

Cycle 5: During the night, American fighters inflict heavy damage on the Hiryu, and as the Japanese have accomplished the requirements for victory [occupation of Wake and the destruction of more capital ships--the Lexington--than have been lost], there is no reason to hang around. It's also approaching the point in the game where if ships are going to make it back to friendly ports, they need to start heading out. Any capital ships still at sea by the end of the game will be counted as destroyed for victory purposes. The US, still hopeful of forcing a draw (they need only occupy Wake or destroy more capital ships than they lose), commit to pursuit with their destroyers and cruisers while sending the carriers back.

Cycle 6: The US, for a second turn wins the advantage, but it turns out to be to disadvantageous. They go all in with their remaining ships, but the Japanese refuse battle and withdraw. This, coupled with the movement in their own turn, give them the breathing space they need to reach their port at Ominato.

Cycles 7-14: As the US has no troops or transports to mount an invasion of their own, it's impossible in this game to wipe out defenders with only air power, and they cannot catch up to the Japanese fleet, the game is effectively over with a victory that was too close for the Japanese commander, but a victory regardless. Some better dice rolls by the US, and history could have been rewritten.

You'd think that the losses in this battle would outpace those of the historical non-battle, and you'd be correct. Losses among ground troops were similar, but losses in aircraft were twelve times those in the actual battle. At sea, during the historical battle, the Japanese lost 2 destroyers, 2 patrol boats, and had 1 light cruiser heavily damaged. There were, of course, no US naval losses.

In my reenactment, the US inflicted heavy damage on two Japanese carriers, and sank 6 destroyers and 2 patrol boats. The Japanese heavily damaged 1 carrier, sank another, and sank a Northampton-class cruiser.

I'll be taking a brief hiatus from Pacific War to try out Falkland Showdown, the 1982 conflict between the British and the Argentinians.

Monday, October 31, 2011

Bad Week for Civilization

Check it out. The Science Museum in London has some disturbing information:



BTW here's a 17th century action figure from the Science Museum, fully articulated. Wish I would have had my Boba Fett along. He would have appreciated that, I think.

Sunday, October 30, 2011

Micbeth

My son, Kynon, is 7 years old and is reading a simplified version of Macbeth for his English curriculum. He's already memorized the "Tomorrow" speech, and liked Patrick Stewart's recitation of it. It's fair to say that he's intrigued by a good story. So here I have a couple of interpretations by the little guy from the Bard's play. The first was dictated to his mother; the second are written by him.



In the beginning there was a war. The sergeant is bleeding from being whacked by a sword. The Thane of Cawdor was a traitor. He joined the Norway team. Macbeth is walking someplace and the witches are in their way doing a spell. "Speak," says Macbeth. The [witches] say hi to Macbeth. Then they continue with their spell. They tell him he is going to be Thane of Cawdor and king.

Micbett lies about thinking about the whiches. Micbeth has a visit from the king. Micbeth leaves the table because hes worried Micbeth sees his bagger [dagger] in the air.

What can I say? I'm proud of my boy.

Tuesday, October 18, 2011

The Natural History Museum, 16 July 2011

The terrific facade of the British Museum of Natural History. If you look closely, you can see monkeys and other animals on the columns. I didn't think I'd enjoy this expedition, but I'm glad I went. It's within a stone's throw of the Victoria and Albert Museum, the Science Museum, Royal Albert Hall, and Kensington Gardens/Hyde Park. Also extremely nearby are the Royal Academy of Music and the Royal Geographic Society. A few streets down? Harrods and Harvey Nicks.



Go in the museum, and this fellah greets you.


Ever wonder about how sex works? I mean, really wonder how it works? Have you ever thought that maybe you'd understand it better if there was an incredibly explicit latex cutaway model you could look at along with your kids, in a crowded museum? Well, your dreams can be realized at the British Museum of Natural History.


The rock collection at the British Museum of Natural History. Dang, it was a lot of rocks. But I will say that the gems at the end of the hall were pretty cool.


Of course, there's a big statue of Charles Darwin here, or as some would say...THE ANTICHRIST MWA HA HA.


The Great Hunter, Captain Whatshisface. Emblematic of the British Colonial spirit in Deepest Darkest Africa.



A great shot of me and a coelecanth. You should check out how the coelecanth figures into the climax of Ghosty: This Fenceless World. Go google it now. And then purchase it, repeatedly.

Sunday, September 25, 2011

II December 1940: Germany Marginal Victory



The weather abruptly clears for the last turn, and this meant that air strength for the first time in two months would not be halved. The Germans sent out 18 separate missions, going after airbases and destroyers in port, sinking 2 destroyers and destroying 3 air units on the ground out of 13 missions. They also did daylight terror bombing raids on East London and Bristol, hoping to draw the RAF away from protecting their airbases.

The Germans played fast and loose with their air units this turn, no longer having to worry about future group reductions. The British, on the other hand, having one final turn, did not have that luxury. As a result, the Germans piled up 9 VP's in their turn alone, and 10 more as a result of RAF group reductions.


Nevertheless, the British still had a chance to pull out a draw. They sent 6 sorties against German shipping at Bergen, Rotterdam, and Amsterdam, but were placing their main hopes on sinking the heavily damaged Hipper and Schlesien at Cuxhaven, North Germany. A sinking of either would have cut the gap. The sinking of both would have secured the draw.

The Whitley 5's couldn't get the job done, blowing the rolls.

The game ends with Germany with 276 VP's and UK 132, a 2:1 marginal victory.

So what are the results of this battle? The Royal Navy had been extremely damaged, its ability to protect shipping perhaps critically impaired. The Royal Air Force held its own against the Luftwaffe, but did not deliver the crushing blow they had accomplished in real life.



Destruction of the Royal Navy and RAF were a requirement of any invasion, so a spring attempt seems unlikely, given the ability of Britain to reequip during these months. So the Isles would be safe.

But what about the U-Boat wolfpacks? With a strained Navy, protecting shipping lanes and supplying Operation Compass in Egypt would be way difficult. Does Beda Fomm happen if the English are out of supply? And even if it had, the Afrika Korps would have loved to have taken their "armored reconnaissance" against such a foe. Tobruk would have surely fallen at the least, and with the supply line intact, the road to Cairo would have been a lot easier and quicker.

Saturday, September 24, 2011

I December 1940


British destoyers flee to Belfast.

With the invasion scrapped, the remainder of the game will be a scrounging for victory points. The weather continues crappy, both navies have sought refuge in safe harbours, air power is halved, and the British desperately want to force a draw.

For the Germans, the objectives will be to bomb UK destroyers in port and to conduct raids on RAF airbases. Every destroyer sunk will net 2 VP's, while every RAF group reduction (4 like squadrons destroyed over friendly territory, 3 over enemy-controlled) results in 5 VP's per.

Meanwhile, the Brits will attempt to inflict as many air losses on the Luftwaffe as they can (for the enemy group reduction bonus), and to sink as much German shipping as possible. This is complicated by the fact that, anticipating this plan, the Germans have rebased a majority of their shipping to Bergen, Norway, along with their torpedo boats. As a result, all such bombing raids will be at 1/3 strength due to the extended range. A small amount of shipping is still available for targeting at Rotterdam, but because the city is so heavily protected by anti-aircraft (coincidentally AA units to be transported to Bergen), the raids are extremely dangerous.

The turn started out well for the UK, what with a 10 VP German group reduction bonus left over from II November. It would be the only points the British would earn for the turn. The Germans sunk two destroyers in raids, one at Great Yarmouth and one at Harwich.


German shipping flees to Bergen.

Not a good 2 weeks for the RAF. Despite registering 6 aborts on German air units, they suffered 5 aborts and 6 kills at the hands of the Luftwaffe and a stiffening air defense over Rotterdam and Amsterdam.

The good news? If the game ended now, the Germans would have 257 points v. 131 for the British. This would be a draw, and considering how the Germans were flirting with a decisive victory early on...not bad!

The bad news? There's one more turn left, and the Germans can take big risks with their air units, as they won't have to worry about any further group reductions. The British, however, have to be careful...they do.

Friday, September 23, 2011

II November 1940: Bluedes Wetter!

All hopes of invasion are dead. After six weeks of rotten weather, the weather got rottener. Storms and rough seas force ships at sea to engage at secondary range, allowing the weight of Royal Navy destroyers to become a factor in the battle.

Check out that awesome home-built dice tower!

In the air, the Germans were successful, pounding British destroyers in the North Sea to the tune of 6 sunken ships. At sea, the British, unable to contend with the heavier German ships, were still able to make hay by attacking the German destroyers, torpedo boats, and the light cruiser Eugen--32 VP's in all. The loss of the remaining German destroyers is a critical blow to the Kriegsmarine, and although the British lost over 3 times as many, in a familiar refrain--they can afford it.

Air attacks on air bases continued, with the Luftwaffe registering 6 aborts and 4 kills, while the RAF in turn forced 8 aborts and 2 kills. At one point of the British turn, the once-impressive German VP ratio had dwindled to a draw (220:12), but a late sinking of the HMS Renown, trying to escape to the safety of Iceland brought the total back to a marginal victory.

Still, there is a very real possibility the good guys might live to fight another day.