Rule sections #15.1-15.614 Rule section #15.6 (RePh)
15.51 BRT Campaign Game I: A HELL OF A WAY TO DIE
CG Dates: 21 AM - 22 PM
TARAWA, BETIO ATOLL, 21 November 1943: Monday morning brought the beginning of the second day of battle for the coral atoll of Betio. Five battalions of Marines had tried to dislodge a stubborn Japanese force from the tiny island without success. The Japanese Special Naval Landing Force, or rikusentai, still held 90% of the atoll. The situation looked grim for Colonel David Shoup, the Marine landing force commander on shore. Two battalions had been torn to shreds crossing 2,000 yards of coral reef as they tried in vain to reach the shore. Communications were spotty at best, and no real control of the forces could be achieved. Similarly hampered by poor communications and coordination, the rikusentai had been unable to organize an effective counter-attack. The rikusentai had missed a prime opportunity to push the invaders back into the sea in the now receding darkness. Had they done so, the situation for Colonel Shoup would have been even worse. There were Marines still ashore, however, and there was only one thing to do-attack. Colonel Shoup gave the order. As the assault started, 1st Battalion, 8th Marine Regiment began wading over the terrible reef of death. The still-strong defenders wasted no time in ripping apart the Marines wading toward them. After spending 18 hours in landing craft, the 1/
PLAYING AREA: Only hexes ≤ 32 are in play.
CG I VICTORY CONDITIONS: The Marines win immediately if there are no unbroken Japanese/
INITIAL SCENARIO VICTORY CONDITIONS: The Marines win at scenario end if there are no Japanese units on/
INITIAL SCENARIO SETUP SEQUENCE: The Japanese player sets up first. After the Marine player sets up, the Japanese player makes a dr to determine who moves first. On a dr of 1-3 the Marines move first; otherwise the Japanese move first.
JAPANESE OB: | ||||
(see SSR CG17 for ELR) | ||||
Elements of Betio Island Command set up in Hinterland hexes ≥ 3 hexes from any Beach hex: | ||||
75 FPP | ||||
3rd Special Base Force set up in Hinterland hexes not in the Marine Setup Area: {SAN: 4} | ||||
4-4-8 x8 | 4-4-7 x20 | 3-4-7 x14 | 3-3-6 x6 | Leader x9 |
50mm Mtr x6 | 9-2 A.L. x 1 | Type 95 Ha-Go x4 | ||
Elements of 3rd Special Base Force set up in Hinterland hexes ≤ 4 hexes from hexes of Red Beach One and/ | ||||
271 CAPP | 46 GPP | 60 FPP | ||
Elements of 111th Construction Battalion set up in Hinterland hexes ≤ 4 hexes from any hex of Green Beach: | ||||
313 CAPP | 43 GPP | 50 FPP | ||
Elements of 2nd Company, 7th Special Naval Landing Force set up in the Reserve Pool: | ||||
4-4-8 x10 | MMG x6 | 2-2-8 x4 | LMG x6 | Leader x6 |
50mm Mtr x6 |
MARINE OB [ELR:5] | ||||
Elements of 3rd Battalion, 2nd Marines [ELR: 5] set up in beach hexes on/ | ||||
7-6-8 x4 | 6-6-8 x14 | 2-2-8 SFCP x1 | ||
10-2 x1 | 9-2 x1 | 9-1 x2 | ||
8-0 x2 | MMG x2 | DC x4 | ||
M4A2 x2 | LVT 2(m) x3 | 9-2 AL | ||
2nd Battalion, 2nd Marines set up on/ | ||||
7-6-8 x5 | 6-6-8 x1 2 | |||
10-3 x1 | 9-2 x1 | 9-1 x2 | 8-1 x1 | 8-0 x2 |
MMG x3 | 60mm MTR x2 | DC x3 | FT x2 | |
LVT2(m) x3 | ||||
Elements of the 10th Marines set up in Hinterland hexes numbered ≤ 13 on/ | ||||
M1A1 75mm ART x2 | 2-2-8 x3 | |||
Elements of 1st Battalion 8th Marines enter along the north edge on/ | ||||
6-6-8 x6 | 2-4-8 x3 | 2-2-8 SFCP | ||
4x Leader | ||||
dm.50cal x1 | dmMMG x2 | |||
Regimental Reserve: enter on/ | ||||
1st Battalion, 6th Marines: enter on Pneumatic Boats [E5.12] or wading on/ | ||||
Company A 2nd Tank Battalion and attachments: enter on/ | ||||
M3A1 x6 | AL DR x2 | 0-0-9 x6 | ||
2nd Company 18th Marines enter on/ | ||||
7-6-8 x4 | Leader x2 (-1 DRM for each) | |||
DC x3 | FT x2 | |||
Armored Bulldozers x3 | ||||
AT Section enter on/ | ||||
M3 GMC 75 x3 | 0-0-9 x3 |
1. EC are Moist, with no wind at start. See BRT SSR.
2. The Marine player receives one 120+mm NOBA Module. Only 1st Battalion, 6th Marines need to enter in Assault Waves (CG2.3).
3. The Japanese player may apply a -2 drm to the LD DR for his first two leaders.
4. The Marines receive Random Air support (E7.2, not per SSR CG6) in the form of '44 FB with bombs.
5. Place a Burnt-out Wreck counter in the hexes V12, W11, R17, Q19, O20, S24, and T28.
6. Seawall hexside U10-T10 begins the game breached (SSR CG4a).
AFTERMATH: On Red Beach Two small groups of men started, one at a time, to pick off machine-gun emplacements and heavy guns. Lieutenant Deane Hawkins led charge after charge. His tactic was to creep up to a pillbox, fire his weapon into it, and then throw in grenades. Hawkins set the example of "cool disdain" that gave heart to the Marines. Hawkins could not survive the Japanese maelstrom and after destroying four pillboxes he was mortally wounded. His actions capped a spectacularly heroic 24 hours for his Scout Sniper Platoon. Major Mike Ryan was the main contributor to winning the battle at the "beak." He took over all the forces in his area, which included elements of nearly every battalion ashore. He organized an attack led by two Shermans and preceded by Naval gunfire directed by Lt. Thomas Green, USN. Due to spotty communications, air strikes interfered with the artillery barrage. Major Ryan sent runners to stop the Fighter-bombers and then pressed south. After an intense bunker to bunker fight, Green Beach was clear. Major Ryan wasted no time getting the word to Colonel Shoup. Because of Ryan's actions, 1st Battalion 6th Marines landed unmolested in the late evening, the first Battalion to land with full combat strength.
15.51 BRT Campaign Game II: A SPECIAL VALOR
CG Dates: 20 AM - 22 PM
TARAWA, BETIO ATOLL, 20 November 1943: The intense problems inherent to an amphibious assault on a hostile shore could not have been shown more vividly than in the area of Red Beaches One and Two. Physically separated from Red Beach Three by the central pier this area also featured a cove which enabled the Japanese to subject the invading force to a murderous crossfire. The beaches were also well-protected by some serendipitous planning; heavy anti-aircraft guns had been placed on the "chin" of the Bird's Beak to cover likely air approaches to the runway and to provide long range fire towards the other islands in the Tarawa Atoll. Although the Japanese gunners set the fuses on the AA rounds too high gaining little effect on their planned targets, the high explosive rounds proved perfect for hitting the LCVPs as they dropped their bow ramps at the reef edges. As the Marines jumped into the water, they were immediately faced with the unenviable choice of drowning in a hole or standing in less than a foot of water in the face of intense fire coming from the AA guns, heavy weapons, or from machine guns some brave defenders had set up in a rusting hulk behind them and on positions under the long central pier. The way to the beaches was slow-going.
PLAYING AREA: Only hexes ≤ 35 are in play.
CG II VICTORY CONDITIONS: The Marines win immediately upon controlling all Fortified Building Locations, pillboxes, bombproofs, and Command Bunkers provided the Japanese amass ≤ 449 CVP.
INITIAL SCENARIO VICTORY CONDITIONS: The Marines win at game end by amassing more Victory Points than the Japanese. CVP are awarded normally and each pillbox Eliminated or Captured by the Marines is worth to them a number of VP equal to the pillbox's stacking capacity.
JAPANESE OB: | |||
(see SSR CG17 for ELR) | |||
3rd Special Base Force set up as indicated and as per applicable Reserve Pool provisions: {SAN: 4} | |||
Elements of Island Command set up in Hinterland hexes ≥ 3 hexes from any Beach hex or in the Reserve Pool [EXC: FPP set up anywhere on-map]: | |||
4-4-8 x4 | 3-4-7 x4 | 3-3-6 x12 | |
Leader x5 (see ISSR 5) | |||
Type 95 Ha-GO x4 | A.L x2 (see ISSR 5) | ||
150 FPP | |||
Elements of 3rd Special Base Force set up in Hinterland hexes ≤ 3 hexes from any hex of a specified beach; eligible fortifications may also set up in Beach/ | |||
Red Beach One, Red Beach Two, and/ | |||
4-4-7 x30 | Leader x5 | LMG x10 | MMG x8 |
Red Beach One: | |||
274 CAPP | 52 GPP | 50 FPP | |
Red Beach Two: | |||
276 CAPP | 52 GPP | 75 FPP | |
111th Construction Battalion set up in Hinterland hexes 5 3 hexes Green Beach (see ISSR 3); eligible Fortifications may also set up in any Beach hex or Ocean hex with a hex coordinate of ≤ 10: | |||
3-4-7 x22 | Leader x4 | ||
LMG x4 | 50mm MTR x6 | ||
313 CAPP | 46 GPP | 50 FPP | |
1st and 2nd Companies, 7th Special Naval Landing Force set up in Reserve Pool and/ | |||
Black Beach One and/ | |||
4-4-8 x22 | Leader x4 | ||
LMG x7 | MMG x7 | 50mm MTR x6 | |
Black Beach One: | Black Beach Two: | ||
15 GPP | 12 GPP | ||
315 CAPP | 135 CAPP | ||
20 FPP | 20 FPP | ||
RESERVE POOL enter on any friendly Controlled east-edge land hex and/ | |||
4-4-8 x12 | 4-4-7 x8 | 3-3-6 (Korean Labor) x8 | |
Leader x12 (see ISSR 5) | |||
MMG x6 | LMG x6 | 50mm MTR x4 | |
Type 95 Ha-Go x8 |
MARINE OB [ELR:5] | ||||
Elements of Regimental Landing Team Two, Second Marine Division [ELR: 5] enter at Red Beach One and Red Beach Two, one BLT per Entry Area: {SAN: 5} | ||||
2nd Battalion, 2nd Marines | ||||
3rd Battalion, 2nd Marines | ||||
LVT2(m) x20 | ||||
LVT(A)2 x20 | ||||
Follow-on Battalion: | ||||
1st Battalion, 8th Marines enter at any one Red Beach Entry Area. | ||||
Regimental Reserve: | ||||
1st Battalion, 6th Marines enter at Red Beach One or Red Beach Two or Green Beach (may enter on Pneumatic Boats [E5.12]). |
1 EC are Moist, with no wind at start. See BRT SSR.
2. The Marine player receives four Naval Bombardments (SSR CG4). Two Bombardments have a two hex radius and two Bombardments have a three hex radius.
3. All pillboxes/
4. Each Bombproof begins the game marked with a No Move counter. Units set up within such a Bombproof gain Freedom of Movement only as a result of a dr ≤ the game turn (made by the Japanese player during each Japanese RPh for each still-marked Bombproof). Once the No Move counter is removed, all units within that Bombproof may move/
-1 if all units in Bombproof are Elite
+x leadership modifier of best Leader in the Bombproof
5. The Japanese player may apply a -3 drm to the LD DR of his first Leader of the Betio Island Command group, -2 to the LD DR for his next two Leaders of the Betio Island Command group, and -1 to the fourth and fifth LD DR for the Betio Island Command group, and -2 to the LD DR for his first Leader of the Reserve Pool, and may make two dr on the LD Table for Armor Leaders.
6. The Marine player may designate ten LVT(A)2 as being equipped with wire-removal grapnels [U.S. Vehicle Note 59].
AFTERMATH: The Japanese had allowed a number of LVTs of the 3/
15.51 BRT Campaign Game III: UTMOST SAVAGERY
CG Dates: 20 AM - 22 PM
TARAWA, BETIO ATOLL, 20 November 1943: In the darkness of the morning of November 20, 1943, the irresistible force of the United States Marine Corps was about to collide with the immovable object of the Imperial Japanese marines at a very small place called Tarawa. Despite nearly 170 years of maritime tradition, the Corps had never landed in force against a well-fortified defensive position. Betio island was one such fortified location. Surrounded by a fringing reef, Betio island was a natural setting for a fortress. Only three miles long and no more than 800 yards at its widest point, Betio was the most heavily fortified piece of ground in the world. The defenses of the tiny island were designed and built under the direction of Admiral Saichiro, who used his years of training as an engineer to create a breathtaking array of concrete and steel emplacements. Behind a coconut log seawall, emplacements were interwoven with double-apron barbed wire, mines, and tetrahedrons. When the concrete ran out, bunkers were built with coconut logs and sand. Almost 500 positions were constructed, mutually supporting and packed with automatic weapons. Betio bristled with armaments that included 8-in. naval guns, large caliber anti-aircraft guns, anti-tank guns, and machine guns too numerous to count, all manned by over 4,000 well-trained Imperial marines. "One million Americans couldn't take Tarawa in 100 years," said Rear Admiral Meichi Shibasaki, the commander of the garrison, to his troops. Eighteen thousand men of the 2nd Marine Division were about to give it a try.
PLAYING AREA: Entire BRT map.
CG III VICTORY CONDITIONS: The Marines win immediately upon controlling all Fortified Building Locations, pillboxes, bombproofs, and Command Bunkers provided the Japanese amass ≤ 804 CVP.
JAPANESE OB: | ||||
(see SSR CG17 for ELR) | ||||
3rd Special Base Force set up as indicated and as per applicable Reserve Pool provisions: {SAN: 4} | ||||
Elements of Island Command set up in Hinterland hexes ≥ 3 hexes from any Beach hex or in the Reserve Pool [EXC: FPP set up anywhere on-map]: | ||||
4-4-8 x4 | 3-4-7 x8 | 3-3-6 x14 | ||
Leader x8 (see ISSR 5) | ||||
A.L x2 (see ISSR 5) | Type 95 Ha-GO x8 | |||
250 FPP | ||||
Elements of 3rd Special Base Force set up in Hinterland hexes ≤ 3 hexes from any hex of a specified beach; eligible fortifications may also set up in Beach/ | ||||
Red Beach One, Red Beach Two, Red Beach Three, and/ | ||||
4-4-7 x42 | Leader x8 | |||
MMG x8 | LMG x14 | 50mm MTR x6 | ||
Red Beach One: | Red Beach Two: | Red Beach Three: | ||
274 CAPP | 276 CAPP | 243 CAPP | ||
52 GPP | 52 GPP | 50 GPP | ||
50 FPP | 75 FPP | 50 FPP | ||
Elements of 111th Construction Battalion set up ≤ 3 hexes of any hex of Green Beach (see ISSR 3): | ||||
3-4-7 x22 | LMG x4 | Leader x4 | ||
50mm MTR x6 | ||||
313 CAPP | 46 GPP | 50 FPP | ||
1st and 2nd Companies, 7th Special Naval Landing Force [ELR:5] set up in Reserve Pool and/ | ||||
Black Beach One and/ | ||||
4-4-8 x32 | Leader x8 | |||
MMG x10 | LMG x10 | 50mm MTR x10 | ||
Black Beach One: | Black Beach Two: | |||
315 CAPP | 455 CAPP | |||
15 GPP | 24 GPP | |||
20 FPP | 35 FPP | |||
RESERVE POOL enter on any friendly Controlled east-edge land hex and/ | ||||
4-4-8 x22 | 4-4-7 x14 | 3-3-6 (Korean Labor) x12 | ||
MMG x10 | LMG x10 | 50mm MTR x4 | ||
Leader x15 (see ISSR 5) | ||||
Type 95 Ha-Go x2 |
MARINE OB [ELR:5] | ||||
Elements of Regimental Landing Team Two, and Regimental Landing Team Eight, Second Marine Division [ELR: 5] enter at Red Beach One and Red Beach Two, and Red Beach Three Entry Areas with one BLT per Entry Area: {SAN: 5} | ||||
2nd Battalion, 2nd Marines (BLT 2/ | ||||
3rd Battalion, 2nd Marines (BLT 3/ | ||||
2nd Battalion, 8th Marines (BLT 2/ | ||||
LVT2(m) x40 (not LVT1(m) per errata) | ||||
LVT(A)2 x20 | ||||
Follow-on Battalion: 1st Battalion, 8th Marines enter at any one Red Beach Entry Area. | ||||
Regimental Reserve: 1st Battalion, 6th Marines enter at any one Red Beach or Green Beach Entry Area (may enter on Pneumatic Boats [E5.12]). | ||||
Divisional Reserve: 2nd Battalion, 6th Marines enter at any one Red Beach or Green Beach Entry Area. |
1. EC are Moist, with no wind at start. See BRT SSR.
2. The Marine player receives four Naval Bombardments (SSR CG4). Two Bombardments have a two hex radius and two Bombardments have a three hex radius.
3. All pillboxes/
4. Each Bombproof begins the game marked with a No Move counter. Units set up within such a Bombproof gain Freedom of Movement only as a result of a dr ≤ the game turn (made by the Japanese player during each Japanese RPh for each still-marked Bombproof). Once the No Move counter is removed, all units within that Bombproof may move/
-1 if all units in Bombproof are Elite
+x leadership modifier of best Leader in the Bombproof
5. The Japanese player may apply a -3 drm to the LD DR (15.6) of his first Leader of the Betio Island Command group, -2 to the LD DR for his next two Leaders of the Betio Island Command group, and -1 to the fourth and fifth LD DR for the Betio Island Command group, and -2 to the LD DR for his first Leader of the Reserve Pool, and may make two dr on the LD Table for Armor Leaders.
6. The Marine player may designate ten LVT2(m) as being equipped with wire-removal grapnels [U.S. Vehicle Note 59]. (not LVT(A)2 per errata)
AFTERMATH: The initial assault waves managed to negotiate the fringing reef as planned, but the follow-up forces were stopped cold more than 2,000 yards from the shore. As they waded ashore, they were subjected to intense withering fire from the dug-in Japanese. By nightfall, there were more than 1,500 Marines casualties. The invaders held only a small section of the beach. The fanatical resistance by the defenders caused the destruction of two full battalions. The first break for the Marines came as 1/