Memoir '44 The Battles of Khalkhin-Gol Memoir '44 The Battles of Khalkhin-Gol

Battle of Milne Bay - August 25, 1942 - September 07, 1942

Pacific Theater By: LooneyLlama - Last update: 07/05/2013
Allied Player: Axis Player:
x5 x10 x6 x10
    first You play first

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.

Historical Background:
Japanese naval troops attacked the Allied airfields at Milne Bay that had been established on the eastern tip of New Guinea. Despite suffering a significant setback at the outset, when part of its invasion force had its landing craft destroyed by Allied aircraft as they attempted to land on the coast behind the Australian defenders, the Japanese quickly pushed inland and began their advance towards the airfields. Heavy fighting followed as they came up against the Australian troops that formed the first line of defense. These troops were steadily pushed back, but the Australians brought forward veteran Imperial Force units that the Japanese had not expected. With Allied air superiority tipping the balance, and finding themselves outnumbered, lacking supplies, and suffering heavy casualties, the Japanese were compelled to withdraw their forces.

Axis: 6 Cards, you move first.
Allies: 5 cards.

Conditions of Victory:
10 medals.
Airstrip hex 'C' is a temporary medal objective for both sides.
Airstrip hex 'B' is a temporary medal objectives worth 1 for the Axis.
Airstrip hex 'A' is a temporary medal objective worth 2 medals for the Axis .

Special Rules:
Japanese Imperial Army rules are in effect.
Stiff upper lip rules are in effect.
Australian armor only moves 2 hexes.
Gung Ho rules are in effect for the Allies due to stiff resistance.
Note: Australian badges are used just for recognition. They move and fight like normal infantry.
Australian Special Force infantry(British Special Forces Badge) as marked. Can move 2 and battle.
Japanese artillery on 'islands' represent offshore bombardment from ships. They cannot move.
All river hexes are fordable except for the river mouth hexes.
The mountain hex is impassable and blocks line of sight.

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