Historical Background: In Spring 1943, US command decided to retake Aleutian Islands captured by the Japanese one year before. On the 11th of May, the 7th US Infantry Division landed in several places on Attu. In the Massacre Bay, 17th and 32nd Infantry landed unopposed on Blue Beach and Yellow Beach. But when US troops begun to advance in Massacre Valley towards Jarmin Pass, the Japanese opened fire with snipers, mortars and machine-guns. So, from the 11th to 15th of May, several US attacks to take Jarmin Pass failed because of the Japanese fire. It was only on the 16th of May that US troops captured Jarmin Pass, after the withdrawal of Japanese troops. The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing: Axis player [Japan] : 5 command cards. Allied player [United-States] : 6 command cards, you move first.
Conditions of Victory: 6 medals. For the Allied player, use the "Exit" token rules (Action 23) to the hexagons marked with a token on Jarmin Pass and Clevesy Pass.
Special Rules: - Use "Imperial Japanese Army" rules (Nations 3). - Special Weapon Asset rules (SWAs 4) are in effect for Japanese units equipped with mortars and machine-guns (SWAs 6 and 7). - Use "Sniper" rules (Troop 10) to the three Japanese infantry units with a single figure. Each sniper killed is a victory medal. - Use "Night Attacks" rules (Actions 19) to represent the fog often present in the battle..
Scenario Bibliography: - Attu, the forgotten battle - National Park Service. - Satellite Image of the area.
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.
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Set-up Order |
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4 |
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10 |
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1 |
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8 |
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18 |
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15 |
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2 |
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2 |
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