Landing at Nassau Bay - June 29, 1943 - July 06, 1943

Operation Cartwheel - Salamaua-Lae campaign
Pacific Theater By: Quit2 - Last update: 12/01/2013
Axis Player: Allied Player:
x5 x12 x6 x12
    first You play first


Historical Background:
During the night of 28 June 1943, the 162nd Infantry Regiment's Intelligence and Reconnaissance Platoon placed lights upon islands lying offshore between Nassau Bay and Mageri Point to guide the invasion flotilla. Prior to the landing the USAAF Fifth Air Force's B-25s bombed Imperial Japanese strong points along the Bitoi River, and A-20s pounded a supply dump on the southern side of Nassau Bay on 29 June. The amphibious landing force was known as MacKechnie Force. Consisting of the combined elements of Colonel MacKechnie's American 162d Regiment as well as Australian units, MacKechnie Force embarked from Mort Bay at dusk on 29 June 1943.

Briefing:
Axis player takes 5 cards. Allied player takes 6 cards and plays first.

Conditions of Victory:
14 medals. The Japanese HQ, the PoW camp and the main airfield hex are all permanent victory medals for the allied player.

Special Rules:
Capture HQ/supply Tent rules are in effect. Night Attack rules are in effect. The visibility chart starts at the second level instead of the first.
The river can only be crossed at the ford, or by infantry over the rope bridge. The axis player controls the minefield. Use mines valued 4,3,2,1,0.
Imperial Japanese Army rules are in effect. US Marine Corps rules are in effect as long as no Australian troops are ordered. BCF rules are in effect for the Australian troops.
Late war SWA rules are in effect for the units equipped with machine guns, anti tank guns and mortars.
Specialised Units rules are in effect for the troops marked with a marines badge and for the Autralian infantry. You will not have enough Australian badges for all the Australian troops. You can use British badges instead, or none at all.
Sniper rules are in effect for the Japanese snipers. Combat engineer rules are in effect for the 3 US engineers and the 1 Commonwealth engineer unit.
The two Australian tank units are Hobart's funnies with an equipment of choice for the controller. These units can only move 2 hexes instead of 3.
Big gun rules are in effect. Heavy anti tank gun rules are in effect. Destroyer rules are in effect. Air craft carriers rules are in effect. Landing craft rules are in effect.
Air rules are in effect. Both players get 1 air sortie card. The Allied player can only use Corsairs. The Axis player uses the Zero.
The airfield contains one ready for take off marker for the axis player, and the aircraft carrier 2 ready for take off markers for the allied player.
If you only own 1 copy of the pacific theatre expansion, you might be short one rice paddy hex. You can use an extra marsh hex instead.

Scenario Bibliography:
Wikipedia

Warning:
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.

Set-up Order
3
1
1
1
1
2
1
2
1
3
4
14
3
4
4
5
5
12
2
1
1
1
4
1
1
3
5
9
3
1
2
2
5