Designer Notes





First I would like to say that TOAW is not ideally suited for 
simulating the type of fighting that took place on Okinawa. 
In TOAW artillery is not the queen of the battle field it is
the GOD of the battlefield.  It is almost impossible to 
simulate the advantage the underground defenses gave the Japanese.
In the event, their fortifications all but nullified the American
artillery and air forces.  They had to be dug out by the infantry
at enormous cost.  Reluctant to do away or reduce American artillery
I sought other means of balancing play.  Others might want to try
reducing American artillery, reducing air forces etc. to achieve
a different balance.

Another aspect of the campaign that others have had difficulty simulating
is strategic withdrawl.  When Shuri became untenable Japanese forces
withdrew south.  I could not simulate this to my satisfaction.

Kamikazes

I simulated the effect of the kamakazi attacks on the U.S. forces 
through the event editor. Supplies will be reduced by a percentage
if a strike is successful. The percent chance of success used in the
event editor is relative, based on the total number of planes launched 
by the Japanese in any given half-week during Operation TEN-go, based
on historical records. In the actual campaign available 10th Army 
artillery ammunition was reduced by 10%  resulting 1n shortages due to
kamikaze hits on only two ammunition ships! One must remember these 
operations were planned months in advance requiring loading and 
scheduling of convoys. The Okinawa campaign began with enough supplys
to sustain the force for 30 days.  Convoys were shipped from the West
coast at 10 day intervals after that.  In addition on landing there is
a chance that the American forces will take losses due to kamikaze 
strikes on transports.  This did not happen historically but i added
it to give the Japanese a fighting chance.


Air Units:

I have include three Japanese air units to simulate the standard attack 
air units that carried out raids at various times during the campaign.

American land air forces will arrive as soon as the airfields are
secured.  As they arrive carrier air units will be released (withdrawn)
and will no longer be available.


Naval:

The three Japanese destroyer flotillas are there to to simulate the 
Shinyo suicide boats of the Japanese suicide surface attack forces.
The Yamato will also make a sortie to stir things up. 

American units consist of carrier TFs and Gunfire Support TFs.


Special Units:

The Japanese airborne commandos are there to simulate the airborne 
commando attacks launched on Kadena late in the campaign.  I increased
thier number to give them a better chance at causing some havoc.  I also 
included some Japanese Marine units to simulate the counter landings
the Japanese attempted. 


General:

About the only options the Americans have are place of landing and
whether to carry out end run landings on a large or small scale. 
At historical times Sealift capacity becomes available to carry out
these operations.

The landings at Ie Shima can be carried out using the entire 77th 
Division or a regiment with the balance being committed to Okinawa. 
There is a chance that the 6th Mar Div will become available for 
landings at Minatoga to flank the Shuri line.

There is a chance that the Japanese may have an extra division to
defend with. Historically, the 9th Division was withdrawn to defend
Formosa, leaving behind most of its stores, there to sit out the 
remainder of the war. In the scenario there is a chance it will be
found manning its positions overlooking Hagushi Beach.

Numerous Japanese infantry units are depicted as fortress artillery
to give them a movement of zero to reflect the "no surrender"
type of fighting that took place.  There are present at map locations]
that were particularly hotly contested.

I tweaked this until I think it gives generally balanced play, computer
vs computer both sides won with about the same frequency.


Comments and suggestions can be sent to Keith Patton at jager@insync.net.
 

