There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.
The Salamaua-Lae campaign was a series of actions on New Guinea. Australian and U.S. forces sought to capture two major Japanese bases, one in the town of Lae, and another one at Salamaua. On Sept. 4th the Australian 9th Division landed east of Lae, on 'Red Beach' and 'Yellow Beach', beginning an attempt to encircle the Japanese forces in the town. The following day the U.S. 503rd Parachute Infantry Regiment made a parachute drop west of Lae. The campaign ended with the fall of Lae on September 16th 1943.
Allies: 5 cards. You move first. There will be a para drop of up to 4 units before the first turn.
Axis: 5 cards.
Conditions of Victory:
Lae is a temporary medal objective worth 1 medal for the Axis and 2 for the Allies. If any unit occupies either of the town hexes marked with an 'A' they earn the medal(s).
Therefore, the Axis start with 1 medal.
Japanese Imperial Army rules are in effect.
Stiff upper Lip rules are in effect for the Australian troops.
Australian armor moves 2 hexes.
The Markham River is only fordable on the hexes marked with an 'f'.
Cave Hex rules are in effect.
Allied engineers as marked. Ignore dice reductions in close assault. Note the British engineer badge.
Note British Special Forces units. They may move 2 and battle.
Flame Thrower rules are in effect for the marked Allied armor units. -1 die only in close assault.
NOTE: You cannot shoot at enemy units in wadis unless in close assault. You can take ground across wadis. Consider them valleys for online purposes.
NOTE 2: Field bunkers do NOT block line of sight. You can shoot through them. This will be allowed in this scenario.
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.