Bloody Buna - The Scenario
Posted: Tue Nov 19, 2002 4:54 am
Guys, this a very different scenario. Please read the text below before downloading.
BLOODY BUNA OPERATION*
Australia/U.S. Assault*
Japanese (AI defend)*
The Papuan Campaign*
December, 1942*
For Version 7.1*
28 Turns Variable-Sized*
Scenario Design: Redleg*
**
As the senior Allied Commander on the ground, you have been delegated authority to devise the best way way to begin the assault on Buna and it's two airstrips.
**
Allied Forces at your disposal:
**
Reinforced Australian Battalion with limited artillery support. 2 Troops of Australian Stuart light tanks.
**
An understrength U.S. Army Battalion. At Buna, only one U.S. howitzer was available so it was not included in this scenario.
**
In addition, 800 points of reinforcements may be purchased by the Allied (human) player by pressing the F4 key. Using these reinforcements may be a way to capture all v-hexes, break the
Japanese force and bring the battle to a quick end.
**
Japanese Forces under AI control:
**
A reinforced battalion of rested, well-supplied infantry. extra Japanese forces include anti-aircraft guns, light AT guns, limited artillery support. This battalion is rather poorly disposed in
an effort to hold both airstrips and other key areas on the Cape.
**
The battlemap is highly unusual - to simulate the very rugged terrain, nearly the entire map is covered with rough hexes. This will slow the Allied advance but will offer strong defensive
positions as the Allies advance. Japanese troops are dug-in and waiting in strong defensive positions. The map is close to scale and based on a map published by the U.S. government after the end of the war.
**
There are many possible ways to play this battle. The battle is won or lost by inflicting enemy casualties. V-hexes are only markers to indicate areas of likely Japanese troop concentrations.
**
Option 1, small. Attack the Old Airstrip with U.S. Army battalion reinforced by Australian artillery support, even with additional U.S. reinforcements, if desired.
**
Option 2, medium. Attack Buna Mission and Buna village with Australian troops and very limited U.S. artillery support.
**
Option 3, large. Attack all objective areas with all available strength, including reinforcements, if additional forces are needed.
**
Keep in mind that the objective is to attack the Japanese positions and destroy him in detail while avoiding unnecessary losses to the Allied side.
**
Design note:*
This Scenario is very loosely based upon actions that took place at Buna in December, 1942. The forces involved were much greater in number than are in the game. In reality, there were
many Japanese bunkers and other improved positions but it was decided to use units dug into rough terrain as a substitute. No bunkers are present. The Allies were hampered by the rugged
jungle terrain and logistics. There were ammo supply and other problems.
**
The struggle for Buna became known as "Bloody Buna" due to the high casualties taken by the Allies as they pressed the attack.
BLOODY BUNA OPERATION*
Australia/U.S. Assault*
Japanese (AI defend)*
The Papuan Campaign*
December, 1942*
For Version 7.1*
28 Turns Variable-Sized*
Scenario Design: Redleg*
**
As the senior Allied Commander on the ground, you have been delegated authority to devise the best way way to begin the assault on Buna and it's two airstrips.
**
Allied Forces at your disposal:
**
Reinforced Australian Battalion with limited artillery support. 2 Troops of Australian Stuart light tanks.
**
An understrength U.S. Army Battalion. At Buna, only one U.S. howitzer was available so it was not included in this scenario.
**
In addition, 800 points of reinforcements may be purchased by the Allied (human) player by pressing the F4 key. Using these reinforcements may be a way to capture all v-hexes, break the
Japanese force and bring the battle to a quick end.
**
Japanese Forces under AI control:
**
A reinforced battalion of rested, well-supplied infantry. extra Japanese forces include anti-aircraft guns, light AT guns, limited artillery support. This battalion is rather poorly disposed in
an effort to hold both airstrips and other key areas on the Cape.
**
The battlemap is highly unusual - to simulate the very rugged terrain, nearly the entire map is covered with rough hexes. This will slow the Allied advance but will offer strong defensive
positions as the Allies advance. Japanese troops are dug-in and waiting in strong defensive positions. The map is close to scale and based on a map published by the U.S. government after the end of the war.
**
There are many possible ways to play this battle. The battle is won or lost by inflicting enemy casualties. V-hexes are only markers to indicate areas of likely Japanese troop concentrations.
**
Option 1, small. Attack the Old Airstrip with U.S. Army battalion reinforced by Australian artillery support, even with additional U.S. reinforcements, if desired.
**
Option 2, medium. Attack Buna Mission and Buna village with Australian troops and very limited U.S. artillery support.
**
Option 3, large. Attack all objective areas with all available strength, including reinforcements, if additional forces are needed.
**
Keep in mind that the objective is to attack the Japanese positions and destroy him in detail while avoiding unnecessary losses to the Allied side.
**
Design note:*
This Scenario is very loosely based upon actions that took place at Buna in December, 1942. The forces involved were much greater in number than are in the game. In reality, there were
many Japanese bunkers and other improved positions but it was decided to use units dug into rough terrain as a substitute. No bunkers are present. The Allies were hampered by the rugged
jungle terrain and logistics. There were ammo supply and other problems.
**
The struggle for Buna became known as "Bloody Buna" due to the high casualties taken by the Allies as they pressed the attack.