SKIRMISH AT SCHOFIELD


A Gear Krieg scenario by Scott Lynch


"The Americans are a centerless people, untrained for fighting, unprepared to die. We are not afraid of them or their machines, for a machine without a stout man at its heart is a hollow beast. Each of us who dies this night will live for ten thousand years, and our audacity will never be forgotten."

-Colonel Tomohiro Mitsuhide, 8 December 1941


Battlefield
Location: Oahu, Hawaii, 1941
Conditions: Clear
Time of Day: Night


Allied Order of Battle
  • As assigned by the American player from available forces.
    Japanese Order of Battle
  • As assigned by the Japanese player from available forces.

  • Morale
    All Japanese units are Elite.

    All American units are Rookie.


    Terrain and Setup
    The map should describe a verdant field with a small hill or two between the set-up areas of the combatants. Divide the table in half. On the American half, at the very edge of the table farthest from the Japanese set-up area, construct a small base comprised of three large Quonset huts (or anything similar that the players happen to have on hand), each spaced 1 MU apart. Surround the Quonset huts with smaller buildings, several sandbagged infantry positions, and a flimsy gated perimeter fence. This base should extend no further than 12 MU from the American edge of the map.

    A long straight road should leave the gate of the American installation and cross the map, bisecting it neatly down the center from one set-up area to the other.

    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 two units may be placed on patrol anywhere else on the American side of the board.


    Mission Briefing

    The first of the three objectives assigned to the men of the Japanese raiding force is the armory installation at the Schofield Barracks. Japanese intelligence indicates that a large quantity of small arms and ammunition is held in three reinforced Quonset huts, along with a ready supply of light artillery and mortar shells. The Japanese hope that the picturesque destruction of this installation will capture American attention and draw off American reinforcements from the sites of the other two raids.

    This scenario is Medium Mission Priority for both sides.


    Mission Objectives

    The Japanese objective is to destroy the three large Quonset huts (described below), by firing on them from a distance or by moving a unit into the MU containing each hut. If a Japanese unit enters a hut's MU, it will set a timed demolition charge which can be exploded on any subsequent turn.

    The American objective is to prevent the destruction of the ammunition storage huts, and to delay the Japanese while reinforcements are summoned. If the Japanese have not destroyed the huts by the end of Turn 12, complications will arise in future engagements.


    Tactical Notes

  • Quonset Huts
    Each Quonset hut is a Stationary target of Size 16. Each has an armor rating of 12/24/36. Any Japanese attack that would cause Light damage to a hut has a 50% chance (1-3 on 1d6) of setting off the ammunition within. Any Japanese attack that would cause Heavy damage or greater automatically sets off the ammunition. A timed demolition charge will also set off the ammunition.

  • Ammunition Explosion
    When a Quonset hut explodes, any unit in its MU is automatically destroyed. Any unit in an adjacent MU suffers a x7 attack at a random Degree of Success (roll 1d6 and multiply by 7).

  • Japanese Delay
    If the Japanese have not managed to destroy all three Quonset huts by the end of Turn 12, American forces in other parts of the island will be placed on a higher state of readiness.


    Victory Points

    Japanese:

  • For every destroyed Quonset Hut: +5
  • For destroying all three Quonset Huts before the end of Turn 12: +5
  • For losing only a single unit: +1
  • For taking no losses: +5

    American:

  • For every intact Quonset Hut: +5
  • For having at least one intact Quonset Hut at the end of Turn 12: +5
  • For destroying at least one Japanese unit: +1
  • For destroying at least three Japanese units: +5


    East Wind Rain: A Gear Krieg Scenario in Four Parts
    Skirmish at Schofield, 0100 Hours
    Catalina Landing, 0130 Hours
    Target: General Short, 0200 Hours
    Like Shadows Into the Sea, 0300 Hours


    Ghosts of the Steel Age | Gear Krieg Scenario Bank | Snark Hunt Main