Landing on Wake Island - December 23, 1941

Great defense of the Marines
Pacific Theater By: jdrommel - Last update: 01/04/2022
Allied Player: Axis Player:
x8 x12 x10 x12
    first You play first

Historical Background:
On December 11th, 1941, the Japanese attempted to capture Wake Island but failed and two of their destroyers were sunk. They launched another attack during the night of December 23rd when troops of Special Naval Landing Force landed in the darkness. However, the US defenders under the command of Major Devereux reacted quickly and the Japanese Patrol Boat n°33 was destroyed by a 3 Inch gun. Despite their valiant defense, the Marines could not prevent the Japanese from landing and disappearing into the brush covering the island.
On the small island of Wilkes, at the western end of the atoll of Wake, Japanese company Takano made a second landing at the same time. Japanese troops quickly captured Battery F but they were stopped in their advance towards Battery L by a machine gun nest. An American counterattack launched by Cpt Platt and Lt McAllistair reduced the Japanese bridgehead on Wilkes. In the morning, however, the US situation was desperate on Wake: the defenders were either isolated or surrounded and communications were broken. The US Command on Wake, assuming that Wilkes Island had fallen, finally decided to call a cease fire and surrender.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Axis Player [Japan]
Take 10 Command cards. You move first.

Allied Player [United States]
Take 8 Command cards.

Conditions of Victory:
12 medals.
Camp One and the main hexagon of the airfield are each a temporary medal objective for the Axis player.
Battery F is a temporary medal objective for whoever controls it, thus the Allied player has a 1-medal headstart.
Destroying the Patrol Boat n°33 gives one permanent medal to the Allied player.

Special Rules:
- Imperial Japanese Army (Nations 3) and US Marine Corps (Nations 4) rules are in effect.
- Special Weapon Asset rules (SWAs 1) are in effect for Allied units equipped with machine guns (SWAs 8). Place the proper figure or badge on these units.
- Big Guns rules (Troops 3) are in effect for 2 Allied Artillery units. Place the proper figure or badge on these units.
- Destroyer rules (Troops 12) are in effect for Patrol Boat n°33.
- Night Attacks rules (Actions 19) are in effect.
- All 3 Allied Artillery units are static and cannot move or retreat (must take a loss instead).
- If you play with the New Flight Plan, the Axis player may use all three types of aircrafts but the Allied player may only use the Fighter.
- Caution: Wilkes Island (left board) and Wake Island (right board) are not connected. Units cannot move from one to the other, except with planes if you play with New Flight Plan.

Scenario Bibliography:
- Hyperwar - A magnificent fight : Marines in the battle for Wake Island.

Set-up Order