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[DO2020] SC05 Battle for the Airstrips - December 05, 1944

Return to Leyte
Pacific Theater By: Cpl_Uhl - Last update: 02/17/2020
Axis Player: Allied Player:
x5 x6 x4 x6
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:
December 5, 1944: The Japanese high command fears the growing air superiority of the US and
comes up with a bold plan. Paratroopers of the 3th and 4th airborne regiment will be dropped at the
Burauen airstrips. During the night they will destroy planes, vehicles, fuel depots and hangars. In the
morning the ground troops of the 16th and 26th division will support them to capture the airfields.
Due to poor organisation the 26th was delayed and the 16th wasn't informed that the attack was
postponed with one day, so they left the hills to capture the Buri Airstrip. The airborne units are
dropped according to the revised plan in the evening. The surprise element is gone and US
reinforcements are on their way.
The stage is set, the battle lines are drawn, and you are in command. Can you change history?

Briefing:
Allied player [USA]: Take 4-6 command cards. US player draws up to 5 cards after turn 1 and 6 cards after turn 2
Axis player [Japan]: Take 5 command cards, you move first.

Conditions of Victory:
6 medals
- The barracks at Buri Airstrip are a temporary medal for the Allies.
- The Axis can earn 3 permanent medals by sabotaging the airstrips. Sabotage (Actions 06) Three stars needed to sabotage a airstrip. The Axis may attempt to sabotage when on the hexes marked with the medal.

Special Rules:
Dutch Open specific:
The winter forests on hills are used to depict Jungle on Hills. They play the same as Jungle hexes but if you fire at a hill you are at the same level.
If playing Combat cards that ignore Jungle, you ignore the Jungle effects but the Hill effects stay the same.

Combat Cards:
To incorporate Combat cards into a tournament setting we played with these rules:
Each player gets three specific Combat cards to put in front of him, open on the table.
Japan: Spider Hole, Jungle Fighters, Camouflage
US: Heat of Battle, Armor Bulldozer, Return to Duty
To play a combat card (timing is on the Combat card itself) you play any one Tactic Card and place that on the desired Combat Card.
The Tactic cards stays on top of the Combat card and you draw a replacement card at the end of YOUR turn.
If Their Finest Hour is played reshuffle the covering Tactic Cards also.

Air Power is only 1 die for both players.

Night Attacks Dutch Open Specific : at beginning of US Turn increase visibility one step

Reinforcements:
Use "Turn order aid" to determine when the reinforcements enter the game.
Owning player may select which unit is placed where in the indicated zone.
- When visibility is 1: 3 Japanese infantry units are placed in the drop-zone marked with 9 connecting Japanese planes.
- When visibility is 2: 2 Japanese infantry units are placed in the drop-zone marked with 3 connecting Japanese planes.
- When visibility is 3: 1 Japanese infantry units are placed in the drop-zone marked with 9 connecting Japanese planes.
- When visibility is 4: 1 USA infantry unit & 1 USA infantry with SWA Machine Gun is placed in the reinforcement zone marked with trucks.
- When visibility is 5: 1 USA armor unit & 1 USA infantry is placed in the reinforcement zone marked with trucks.
- When visibility is 6: 1 USA armor unit & 1 USA infantry with SWA Mortar is placed in the reinforcement zone marked with trucks.

Turn order aid :
Japanese Turn
- Sabotage (If Japanese on target)
- Play card(s)
- Order, move, shoot
- Draw Card(s) )
- Reinforcements placed when daylight is 1, 2 and 3 (see map for locations).

USA Turn
- Sabotage (If Japanese on target)
- Daylight: increase one hex
- Play card(s), Order, Move, Shoot
- Draw Card(s)
> 1st Turn draw up to 5 cards
> 2nd Turn draw up to 6 cards
- Reinforcements placed when daylight is 4, 5 and 6 (see map for location)


Regular Memoir'44 Rules:
Use the Imperial Japanese Army rules (Nations 03)
Use the Camouflage rule, but only with the Camouflage Combat Card and Camouflage tokens are limited to 3 per scenario.
Use late War SWA rules for Mortar (SWA 06) and Machine Gun (SWA 07)
US Troops marked with Engineer Badges are Engineers (Troops 04)
Hills (Terrain 06)
Sandbags (Terrain 10)
Towns and Villages (Terrain 14)
Air Fields (Terrain 16)
Barracks (Terrain 17)
Marshes (Terrain 28)
Roads (Terrain 42)
Jungle (and Jungle on Hills) (Terrain 57)

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
11 
9
2
1
2
1
9
8
16
6
1
3