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Marine Raiders! - August 17, 1942

USMC Carlson's Raiders Attack Japanese-held Makin Island
By: *player186943 - Last update: 07/12/2007
Axis Player: Allied Player:
x6 x5 x5 x5
    first You play first


Historical Background:
Two hundred US Marine commandos conduct a diversionary raid via two submarines against a Japanese island seaplane base in 1942. Rafts full of Marines hit the beach but are immediately resisted by Japanese machine guns and snipers along with two Banzai charges. Japanese seaplanes land in the lagoon and discharge more troops. The Marines shoot up two seaplanes in the lagoon.

Deck guns from the submarine USS Nautilus support the Marines. After a night of confusion, the Marine raiders sweep the island and ransack the Japanese radio hut and command areas, then withdraw to the awaiting US Navy submarines. Over 160 Japanese casualties are claimed by the Marines with the Raiders suffering 30 dead or missing. President Roosevelt's son, a US Marine Major, also takes part in this battle.

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

Briefing:
Japanese Player: You represent Imperial Japanese Army Sergeant Major Kanemitsu, and have prepared for a possible attack by American forces. Your garrison force is small, but you have wireless communication with nearby Japanese Army Seaplane forces for rapid reinforcement if needed. Repel the invaders from Imperial Japanese soil!

You have Seaplane troops on nearby islands at your disposal.
Take 6 Command cards.

US Marine Player: You represent Lieutenant Colonel Evans F. Carlson, USMC, leading a force of over 200 Marine Raiders, assaulting Makin Island from rafts via US Navy submarines. Clad in custom-made, black-dyed uniforms, you are ready to take your Gung Ho Leathernecks ashore and square away that island!

You have limited communications and assets.
Take 5 Command cards.
You MOVE FIRST.

Conditions of Victory:
5 Medals

Special Rules:
Japanese Reinforcements: Up to a total of 4 units of infantry may arrive, one unit per turn, at the Seaplane Dock from the lagoon side of the island (the pier hex marked with a Battle Star token) at the beginning of Japanese turn two. Roll a number of dice at the beginning of each Japanese turn equal to the number of reinforcement units remaining. If at least 1 star is rolled, then a single unit of Japanese regular infantry is placed on the pier hex, ready for command, if the pier hex is clear of units. If the pier hex is occupied by friendly or enemy units when reinforcements are due to land, then NO reinforcements arrive that turn. Roll again for reinforcements at the start of the next Japanese turn as usual (up to a limit of 4 total Japanese infantry reinforcement units).

HQ-Supply hex rules from the Pacific Theater expansion are in effect for the two Japanese HQ-Supply hexes ("Radio Hut" and "Kanemitsu's HQ"). These hexes are also marked by US Medal tokens. Capturing these spaces by the US player results in a US Medal, for each HQ-Supply hex captured, for victory purposes. This represents the Raiders ransacking, capturing, or using the resources. Once earned, the Victory Medals are permanent. Re-capture of these HQ-Supply hexes by the Japanese player has no Victory Medal effect.

The USS Nautilus submarine is represented by and plays the same as a destroyer ship marker. The Nautilus has powerful 6 inch guns which may support the US Marines per warship offshore artillery rules included in the Pacific Theater expansion. Once per game, the Nautilus may submerge to avoid attack (remove the Nautilus marker before enemy attack results are applied). Once submerged, the Nautilus is no longer in play for the remainder of the game. The Japanese player is awarded an EXTRA Victory Medal, along with the standard one Medal for destroying a warship, if he destroys the Nautilus.

The US player treats air support cards as a Barrage cards if the Nautilus is still surfaced. This represents the USS Nautilus' 6 inch guns being directed with great effect (no air support was available to the US during the battle). If the Nautilus has submerged, treat the Air Support card for the US player as a Recon In Force card (command one unit in each map section).

The Japanese infantry units marked with the rising sun Badge are Snipers and use the East Front expansion pack Sniper rules. Note that Victory Medals are not awarded for the elimination of a Sniper unit per standard sniper rules.

Imperial Japanese Army Command rules are in effect (see Pacific Theater p. 7).

US Marine Corps Command rules are in effect (see Pacific Theater p. 7). US Marine units are elite.

Field Hospital rules are in effect (see Pacific Theater expansion) for the hex marked "Native Hospital." Either side may use the Field Hospital.

Palm Forest, Marsh, River Mouth, and Oasis hexes use same rules as found in the M'44 terrain Pack expansion.

The Japanese infantry unit in the trench and the Sniper units marked with Battle Star tokens use the rules for Camouflage as found in the Pacific Theater expansion pack.

The lighthouse hex labeled "Native Town Hall" counts as a Town and Village hex per standard rules.

Scenario Bibliography:
SUBMARINE COMMANDOS "Carlson's Raiders" at Makin Atoll website:
http://www.chinfo.navy.mil/navpalib/cno/n87/usw/issue_10/submarine_commandos.htmlSee these links for the full details:

http://www.nps.gov/archive/wapa/indepth/extContent/usmc/pcn-190-003130-00/sec4.htm

http://www.usmarineraiders.org/makin.html

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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