Blood Reef:Tarawa CG Strategy

Madcossack

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Well, here's my first post to this forum.

I am going to start BR:T CGIII (the BIG one) against my buddy next Saturday, and I was wondering if anybody out there had any opinions (or facts) on what some good strategies for playing the Japanese might be.

It seems to me that there are quite a number of things the IJA can do. Some of the things I was thinking about were:

Quantity over Quality: basically, should the Japanese go for numbers in terms of guns and fortifications? Since I must do everything I can to keep the Marines off the atoll, maybe I should go with more, but lesser quality, guns. I mean, those little LCs still go down pretty quick with a TK# of 9.

This could also apply to the fortifications. The Gyrenes are going to be able to take out just about anything once they get over the seawall in numbers, so why not force him to deal with the most fortifications as possible? Maybe he will run out of time or cajones. Why shouldn't I buy a mess of 1+3+5 pillboxes, and as many fortified locations as possible, and make him find and take out every one?

Reserves: what seems to be a good ratio between loading up the atoll right away and braving those flying leathernecks that will rip me up as soon as I poke my head out, or keeping them safely in reserve but then having to crawl up from the east end?

Any thoughts on these issues, and anything else anyone can think of regarding BR:T CGIII, would be great.

Steve Svare
 

Matt Romey

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Steve,

You guys doing CGIII? Man, I thought you had issues with time and were going to do the invasion with only 1 map section (CGII?).

Anyway, let's talk about Jap defense!

GUNS:

Lotsa options, but some are better than others. Most important is to stock up big-time on high ROF weapons. Best case scenario is that every Gun breaks before it is ever captured... you want as much fire pouring out as possible. That means 37* INF Guns, MGs, twin 50s (a beautiful weapon!), 37Ls, maybe others, can't remember them all.

Also, you need at least one Sherman killer on each beach... maybe two. If you let too many Shermas get ashore, they will eat you up.

Think about buying one or two 120s/140s for counterbattery... even being on board will change his NOBA draw pile. Don't expect them to do too much during play, though they may take out a Sherman.

FORTS:

The given PBs with connecting trenches and Fort Buildings should be the bulk of your beach defense. Some wire and tets are nice, and as far as the landing goes you need to try to make his path of least resistance head straight towards the most dangerous parts of the island. (Best example is that little crook in the beach on Red II [S33] makes being on the straight beach from S32-S29 extrodinarily dangerous... make sure he goes there!) Be creative here.

I think, though, that the major brain effort in setting up the forts should go towards the inner defenses. I disagree with you in that I do not think that once he gets on land he will kick total ass. You can make it hard for him even after the landing. Make him come to you, and always make him pay for doing it. Think hedgehog; think Bombproofs w/ PBs and trenches and wire, all connected w/ nasty stuff inside. Strongholds that you would NOT want to have to cross OG to attack. Again, be creative.

Maybe I'll try to get some setup examples up here in the next week or so.

Good luck!
 

SamB

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Everything that Matt said. 8)

A couple of small things to add...

Don't setup in buildings. The initial bombardment makes buildings MORE dangerous than setting up in open Sand!!! There are two DRs one which could collapse the building (and kill everyone) and another DR with could kill everyone anyway. Remember that HE is halved in sand...

Seriously, open ground (sand) is safer than being in a fortified building during the bombardment.

Another thing.... Don't miss the rule that allows a spotter to spot for the 8" guns from three hexes away. This means you need to put someone in the tower. I forgot. :oops: Still changes the NOBA draw pile, but I couldda used a spotter.

I also found the Japanese VERY VERYT (e.g. Dang near impossible) to setup legally. There are too many conflicting restrictions on the units... "These guys can only setup on blue beach, or three hexes from any beach hex. And these other guys can setup on any hinterland hex at least two hexes from the beach. And this other group must setup within one hex of the beach..." It really is very easy to place some of these guys were they don't belong. Of course, its likely that your opponent won't know the difference anyway.

Everyone should play the first three or four turns of a landing at Tarawa. Its really sobering to see what the Marines went thro.

Sam
 

syfaulk

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Matt wrote:
You guys doing CGIII? Man, I thought you had issues with time and were going to do the invasion with only 1 map section (CGII?).
Yeah we do, but we decided that if we were gonna do it, we had to do it right. Plus, since CF is no longer the ASL priority, we figured so what if it takes us a year? (Or four?)

Steve wrote:
Any thoughts on these issues, and anything else anyone can think of regarding BR:T CGIII, would be great.
Yes, in a ASL-forums version of overflying the atoll and dropping pamphlets on your hinterland hexes:

Attention Japanese Forces! Put down your arms and surrender to the Americans to be spared! Resistance will be punished with death!

and Sam wrote:
Everyone should play the first three or four turns of a landing at Tarawa. Its really sobering to see what the Marines went thro.
Steve and I spent four hours last weekend pulling counters, talking over the map and rules and seeing an unofficial "preview" of his defense. We even gave an impromptu history lesson about the battle to Steve's curious stepson (a future ASL'r no doubt). The fact that many men walked in on the reef against such odds is very sobering.

Also, from this point on I'll stay out of this forum topic so that Japanese surrendering procedures can be discussed. :wink:

-Scott

BTW Sam, excellent avatar!
 

Madcossack

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Thanks Guys

Matt and Sam (NOT Scott, the sneaky, but funny, opponent!)

Thanks guys. Your previous experience in this CG has helped me make up my mind about what I wanted to do as the IJA. I was leaning towards the idea of lots of guns, so that is settled. Also, I will explore the hedgehog defenses and make him root me out all over the island. He WILL pay!

Sam, thanks for the info on the set up in buildings. Hadn't thought of that one, and I always seem to get seriously whacked in scenarios where it can affect me. I will definitely keep it in mind.

Steve
 

SamB

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I'll just re-emphasize a couple of things...

Buy all the high ROF weapons you can.

Try to get as many of them in the surf as you can. Don't be afraid to use Intensive Fire... (JMO - don't blame me when you break your weapon)

Try to get a copy of HoB's "Recon By Fire" that has the chart on the back for Tarawa. Very helpful, even tho' there are a couple of errors on the chart.

Have a Sherman Killer on every beach...

Good luck.
Sam
 

rryeates

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Night Banzi

If you have inflicted lots of CVP on his run in (which you will) and his set up area is fairly limited you should seriously consider the night Banzi option the first night. In one playing I used this. I lost most of my forces, but my opponent could only lose another 25 CVP or so for the rest of the game after the night attack. Needless to say with all the big guns and minus leaders it was only a matter of time until he went over the limit.
 

AdrianE

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A couple of other points:

The .50 cal HMGs are MUCH better then the HMGs. Buy at least 2 per beach.
Why?

They are B12 not B11. The B11 HMGs tend to evaporate. I actually did a stats analysis and the math says that after about 5.5 turns the expected firepower from the .50s is higher.
They have 5TK not 4. This is a big difference for killing LVTs.

I like 1x120L, 1x75AA, 3x37L, 2 x.50cal per RED beach as a minimum.

I also believe that you should max out the on map infantry as much as possible. Stuff in reserve isn't killing marines. Besides it takes forever to walk from the entry point in CGIII.


Adrian
 

Matt Romey

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Here is an example of a 'hedgehog' position on the BRT map. It's been a looong time, so this isn't anything special, and I may have gotten a rule or two wrong, but I spent about 10 minutes tops. I used a Cellar counter for a bombproof. You may not be able to see everything, that's a ?(9-1/448/MMG) in K9. L8 has ?(447/MTR).



Notice that the best cover available for Marines are the N9/N10 buildings. But to fire at any Japs from there will be at least a +4 or +5 DRM. The only way to attack is to get in there with PBF or with FT/DCs. But the wire and various forts will make this difficult. Not to mention flanking fire from the strongpoints that are behind/beside this one. :)

(Plus, the Japs may be able to reinforce from the backside, because of all the palm DRMs. Better yet, more creativity can make a hedgehog that is even more easily reinforced. Perhaps through the ditch.)

Will this strongpoint fall to the the Marine eventually? Sure. But it will almost certainly cause delays and almost certainly cause casualties. The Marine doesn't have all the time in the world, and he has a CVP cap. Also remember that he won't have 12 Marine squads attacking this thing, he'll more likely have 3-4 squads w/ a leader and (maybe) a tank. Sounds challenging, eh?

Now put 10+ of these things all over the island, and you got a serious Marine headache!

Matt
 

Matt Romey

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One thing I didn't mention in my last post. The trenches are placed to connect all hexes of the hedgehog. Remember, trenches connect to bombproofs as per bunkers, and to buildings as per Red Barricades.

Matt
 

Anonymous

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It DOES work!

Matt,

The link is showing up and works fine in your second post.

Steve
 

LtDan

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There's a new Osprey book out about Japanese pacific island fortresses. I read one good review of it from a modeller perpsective, has anyone checked it out from a wargamer's perpspective? It's supposed to have information about the defenses on Tarawa.

http://www.ospreypublishing.com/title_detail.php/title=S4280~ser=FOR

BTW, I can't see the image Matt posted, or visit the link.
 

Anonymous

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Unwanted ads

Matt Romey said:
Ok, fixed it. Try this. Sorry for the ads!
I dig Joe Strummer, but that ad rate was rediculous. Please find someplace else to host your picts. Any site that attempts to put gator on your computer should be shut down and the owners tarred and feathered.
 

Matt Romey

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Re: Unwanted ads

SingleManPublishing said:
Matt Romey said:
Ok, fixed it. Try this. Sorry for the ads!
I dig Joe Strummer, but that ad rate was rediculous. Please find someplace else to host your picts. Any site that attempts to put gator on your computer should be shut down and the owners tarred and feathered.
I'm a newbie to this HTML thing, cut me some slack! Any advice you could give for a web hosting site that's free, I'm all ears.

BTW, don't blame Joe Strummer, it's 0catch.com to blame. I picked "joestrummerlives" myself. Joe was a saint! To think that Strom Thurmond lived to 100, and we lose Joe at 50 is a god*amn shame!

Matt
 

Brian W

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Re: Unwanted ads

Matt Romey said:
I'm a newbie to this HTML thing, cut me some slack! Any advice you could give for a web hosting site that's free, I'm all ears.
Don't know off hand. Last time I needed free webspace geocities was around, but they long ago went out of business. If you need temp webspace for an image (or perm. space for an avatar) let me know and I will host it for you for one month, then delete it.

Matt Romey said:
BTW, don't blame Joe Strummer, it's 0catch.com to blame. I picked "joestrummerlives" myself. Joe was a saint! To think that Strom Thurmond lived to 100, and we lose Joe at 50 is a god*amn shame!
Amen brother.
 

Madcossack

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So, another question regarding BRT. I could have sworn that I read somewhere in the rules that fortifications on Black Beach One and Two had to set up with their CA facing a beach hex. But now I can't find that anywhere, and it is sort of important to the set up and how the invasion will play out. Any takers on this one?

Steve
 

rryeates

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CA

Yea, you saw it somewhere. At least 1 hex of the CA has to be a beach hex. NRBH but this is somewhere. There are a few crafty hexes where you can satisfy this and have the CA actually co back towards where the Marines are actually landing.
 
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