Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Engebi Landings - February 18, 1944

Operation Catchpole
Pacific Theater By: RBorg - Last update: 02/27/2012
Axis Player: Allied Player:
x4 x6 x6 x6
    first You play first
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Historical Background:
Eniwetok Atoll lies 330 miles northwest of Kwajalein and is the most western island in the Marshalls. The Japanese occupied the 3 principal islands there: Engebi, Parry and Eniwetok. The quick capture of Kwajalein allowed the US command to advance the date for the capture of Eniwetok Atoll from May 10 to Feb. 17.

The barrier islands were attacked one at a time and subjected to heavy bombardment in preparation for the landings. The next morning, the Reserve Group and the men that had not been put ashore earlier in the campaign landed on Engebi. After the first waves of landing crafts reached the beach, the transports moved closer to shore to facilitate the unloading of supplies for the troops. The early waves of heavy bombardment had killed many of the defenders and the assault was met with only light resistance. The tanks of Fox company raced to the airfield, while Marine tanks with infantry support easily cleared the dug-in Japanese tanks. The two strong points, Weasel and Skunk, on both ends of the island would prove tougher to capture, but soon fell too.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
Axis Player [Japanese]
Take 4 Command cards.
You move first.

Allied Player [United States Marine Corps]
Take 6 Command cards.

Conditions of Victory:
6 Medals.

The building next to the airfield is a Permanent Medal Objective (Turn Start) for the Allied player. If the village is not captured, the Axis player records 1 Campaign Objective (campaign only).

Special Rules:
Imperial Japanese Army (Nations 3 - Imperial Japanese Army) and US Marine Corps Command rules (Nations 4 - US Marine Corps) are in effect.

After the Command cards are dealt and before the Marine first turn, the Axis player must place a Battle Star on four of his Infantry units to camouflage them (Actions 16 - Camouflage).

The American Destroyers (Troops 12 - Destroyers) may not move onto Ocean hexes adjacent to a Beach or Jungle hex.

Air Rules are not in effect. The Air Sortie cards are set aside and not used in this mission.