-Anonymous clerk in General Short's Headquarters, several seconds before things went wrong.
Battlefield Location: Oahu, Hawaii, 1941 Conditions: Clear Time of Day: Night
Allied Order of Battle Japanese Order of Battle |
Morale All Japanese units are Elite. All American units are Rookie.
Terrain and Setup This battle will take place in a small valley. The edges of the map, lengthwise, should be framed by 2-3 MU of elevated terrain. Players may scatter trees as they see fit. Divide the map in half, lengthwise. Within 12 MUs of the American edge of the map, construct a fenced-in compound including several miscellaneous buildings. Two of these should be specially marked, representing a radio shack and a generator shack. A larger building should be set up in the middle of the compound, representing the General's HQ. The installation should be protected by a number of sandbagged infantry emplacements. Japanese forces may set up anywhere on the Japanese side of the table within 3 MU of the halfway point. American forces may be set up anywhere inside the installation, though up to six units may be placed on patrol anywhere else on the American side of the board. |
The American armed forces guarding Oahu are profoundly afraid of the threat of sabotage and subversion from Japanese agents hidden within Hawaii's Japanese-American community (The Isseiand Nisei).General Walter C. Short, commander of all U.S. Army forces on the Hawaiian islands, has prepared a hidden command post in the hills of Oahu to be used in the event of a Japanese attack on the islands. He and his assistants have now occupied this command post, leaving a dummy staff to attract attention back at his usual headquarters. If not for the actions of a Japanese secret agent, this would have been a brilliant move on his part.
The Japanese are well aware of the existence of the "secret" command post. Although it is defended, they know that attacking the General there will be easier than doing so at a large fortified base. The final Japanese objective of the raid is to destroy General Short's defenses, cut his command post off from the outside world, and capture him and as many of his staff as can be taken alive.
This scenario is High Mission Priority for both sides.
The Japanese objective is to sever the General's radio contact with the rest of his forces (by removing his radio shack, its generator, or both) before moving in and capturing him while fighting off his defense elements.
The American objective is to prevent the capture of General Short, and if possible to prevent the destruction of his radio and generator shacks. American reinforcements are just minutes away if communications can be maintained long enough.
Each shack is a Stationary target of Size 8. Each has a Damage Point Capacity of 15. If the generator shack is put out of action, the radio will also be temporarily deactivated. On every subsequent turn the radio remains down (but not destroyed) the American player may roll 1d6. On an even result, the radiomen will successfully operate their standby power source.
To capture General Short, the Japanese must move an infantry unit to the MU containing the General's HQ. This unit must then make a Tactics roll against a Threshold of 6 to subdue the General's staff. If the generator shed has been destroyed, this Threshold drops to 4. The unit will receive a +1 modifier if another Japanese unit is adjacent to it, and -1 if any American units are still resisting within 1 MU of the General's HQ.
The Japanese unit attempting to capture General Short gets one Tactics roll per turn while trying to do so. They may return fire on American units nearby, but this gives the tactics roll another -1 modifier.
Once Short is in Japanese custody, the infantry unit escorting him should be specially marked. The Japanese priority then becomes moving this unit off the Japanese edge of the board as quickly as possible. Once in Japanese custody, Short may also be transferred to the custody of a scout car, tank, or walker so long as the vehicle enters the MU occupied by the marked infantry unit.
If the Japanese player believes his forces cannot extract General Short, he may opt to destroy Short's headquarters. The building has a Damage Point Capacity of 30. Once the HQ is destroyed, Short and his battle staff are also killed. This is preferable to a total Japanese defeat, but not nearly as valuable to them as taking him alive.
If the Japanese were delayed in eitherof the previous encounters, add the following to the American forces assigned to this mission:
If the radio shack remains operational (or comes back into operation) any time after the end of Turn 4, a warning has been flashed to all nearby American forces. At the beginning of Turn 8 after a warning has been sent, place the following units within 2 MU of the American edge of the table:
Japanese:
American:
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