15. BLOOD REEF:TARAWA CAMPAIGN GAMES

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 1/8 landed into the teeth of the defense due to miscommunication. Marines on the island watched in horror as the proud battalion lost more and more men in the water. Something had to be done. In small groups, men ashore braved the fire to try to stop the slaughter.

PLAYING AREA: Only hexes ≤ 32 are in play.

CG I VICTORY CONDITIONS: The Marines win immediately if there are no unbroken Japanese/Korean squads on the map, provided the Japanese amass ≤ 204 CVP.

INITIAL SCENARIO VICTORY CONDITIONS: The Marines win at scenario end if there are no Japanese units on/north of hexrow P22-P32, and/or there are no Japanese units on/adjacent to beach hexes N21/V11, and/or there are no Japanese units on/adjacent to beach hexes V10-D4.

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 x84-4-7 x203-4-7 x143-3-6 x6Leader x9
50mm Mtr x69-2 A.L. x 1Type 95 Ha-Go x4
 
Elements of 3rd Special Base Force set up in Hinterland hexes ≤ 4 hexes from hexes of Red Beach One and/or Red Beach Two. Eligible fortifications may also set up in Beach/Ocean hexes with a coordinate ≥ 11:
271 CAPP46 GPP60 FPP  
 
Elements of 111th Construction Battalion set up in Hinterland hexes ≤ 4 hexes from any hex of Green Beach:
313 CAPP43 GPP50 FPP
 
Elements of 2nd Company, 7th Special Naval Landing Force set up in the Reserve Pool:
4-4-8 x10MMG x62-2-8 x4LMG x6Leader x6
50mm Mtr x6  

MARINE OB [ELR:5]
Elements of 3rd Battalion, 2nd Marines [ELR: 5] set up in beach hexes on/between Q14-V11 and/or in Hinterland hexes numbered ≤ 13 on/north of hexrow Q: {SAN: 4}
 
7-6-8 x46-6-8 x142-2-8 SFCP x1
10-2 x19-2 x1 9-1 x2
8-0 x2MMG x2 DC x4
M4A2 x2LVT 2(m) x39-2 AL
 
2nd Battalion, 2nd Marines set up on/north of hexrow R22-R31:
 
7-6-8 x56-6-8 x1 2
10-3 x19-2 x1 9-1 x28-1 x18-0 x2
MMG x3 60mm MTR x2DC x3FT x2
LVT2(m) x3
 
Elements of the 10th Marines set up in Hinterland hexes numbered ≤ 13 on/north of hexrow Q or on/north of hexrow R22-R31:
 
M1A1 75mm ART x22-2-8 x3
 
Elements of 1st Battalion 8th Marines enter along the north edge on/after Turn 3.
 
6-6-8 x62-4-8 x32-2-8 SFCP
4x Leader
dm.50cal x1dmMMG x2
 
Regimental Reserve: enter on/after the time indicated:
1st Battalion, 6th Marines: enter on Pneumatic Boats [E5.12] or wading on/after Turn 3 of the Nov 21 PM CG Date at Red Beach One, Red Beach Two or Green Beach.
 
Company A 2nd Tank Battalion and attachments: enter on/after Turn 1 of November 22 AM CG Date at Red Beach One or Red Beach Two or Green Beach.
 
M3A1 x6AL DR x20-0-9 x6
 
2nd Company 18th Marines enter on/after Turn 1 of the November 22 AM CG at Red Beach One or Red Beach Two or Green Beach.
 
7-6-8 x4Leader x2 (-1 DRM for each)
DC x3FT x2
Armored Bulldozers x3
 
AT Section enter on/after Turn 1 of the 22AM CG Date at Red Beach One or Red Beach Two or Green Beach.
 
M3 GMC 75 x30-0-9 x3

INITIAL SCENARIO SPECIAL RULES:

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 x43-4-7 x43-3-6 x12
Leader x5 (see ISSR 5)
Type 95 Ha-GO x4A.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/Ocean hexes with a hex coordinate of ≥ 11:
 
Red Beach One, Red Beach Two, and/or Green Beach:
4-4-7 x30Leader x5LMG x10MMG x8
Red Beach One:
274 CAPP52 GPP50 FPP
Red Beach Two:
276 CAPP52 GPP75 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 x22Leader x4
LMG x450mm MTR x6
313 CAPP46 GPP50 FPP
 
1st and 2nd Companies, 7th Special Naval Landing Force set up in Reserve Pool and/or adjacent hex of a specified beach (see ISSR3) [EXC: Bombproofs may set up two hexes away from any Black Beach hex. Other units assigned to this beach may set up in such a Bombproof]:
 
Black Beach One and/or Black Beach Two:
4-4-8 x22Leader x4
LMG x7MMG x750mm 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/or set up on/adjacent-to Black Beach hexes and ≥ 3 hexes from all Marine units.
4-4-8 x124-4-7 x83-3-6 (Korean Labor) x8
Leader x12 (see ISSR 5)
MMG x6LMG x650mm 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]).

INITIAL SCENARIO SPECIAL RULES:

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/Bombproofs/Command-Bunkers in the Setup Areas of the 111th Construction Battalion and the 1st and 2nd Companies, 7th Special Naval Landing Force, must be manned to capacity if possible. Any units of these formations not set up in a pillbox/Bombproof/Command-Bunker [EXC: a Gun and its manning crew] must set up in the Reserve Pool. No unit of the 7th SNLF which sets up onboard/HIP may leave its initial Location until Japanese Turn 3.

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/rout/advance normally [EXC: ISSR 3]. The following drm apply to the Freedom of Movement dr:

   -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 3/2 to land on the beach unmolested by fire. This was the defenders' first encounter with the strange vehicles and the biggest threat seemed from the landing boats out on the reef. The gunners soon realized their mistake when Marines unexpectedly began pouring over the sides of the LVTs. The Japanese turned the firestorm of machine-gun fire and anti-boat rounds to the LVTs. The Marines on the beach were then completely pinned down and again the Japanese could level their fire on those Marines now wading ashore with more than 2,000 yards to cover. A sense of desperation began to creep into the Marine command. The intense crossfire in the cove area scattered the landings of 2/2 and decimated the follow-on forces of 3/2. Major Schoettel, commander of 3/2, sent a disheartening message to Colonel Shoup, "We have nothing left to land." This was taken to mean that 3/2 was gone. The commander of 2/2 was dead. It seemed that nothing was working. Major Mike Ryan, Commander, Company K, was wading into the impossible curtain of steel when he saw a Marine standing on the "bird's beak" waving men in without care. Ryan moved in that direction and started bringing all the Marines he could. Before long he managed to organize a small command of survivors from almost every unit. Ryan finally got word to Colonel Shoup that he was in fact alive and, incredibly, making progress.


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.

INITIAL SCENARIO VICTORY CONDITIONS:

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 x43-4-7 x83-3-6 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/Ocean hexes with a hex coordinate of ≥ 11:
 
Red Beach One, Red Beach Two, Red Beach Three, and/or Green Beach:
4-4-7 x42Leader x8
MMG x8LMG x1450mm MTR x6
 
Red Beach One:Red Beach Two:Red Beach Three:
274 CAPP276 CAPP243 CAPP
52 GPP52 GPP50 GPP
50 FPP75 FPP50 FPP
 
Elements of 111th Construction Battalion set up ≤ 3 hexes of any hex of Green Beach (see ISSR 3):
 
3-4-7 x22LMG x4Leader x4
50mm MTR x6
313 CAPP46 GPP50 FPP
 
1st and 2nd Companies, 7th Special Naval Landing Force [ELR:5] set up in Reserve Pool and/or adjacent to any hex of a specified beach (see ISSR3) [EXC: Bombproofs may set up two hexes away from any Black Beach hex.; other units assigned to this beach may set up in such a Bombproof]:
 
Black Beach One and/or Black Beach Two:
4-4-8 x32Leader x8
MMG x10LMG x1050mm MTR x10
 
Black Beach One:Black Beach Two:
315 CAPP455 CAPP 
15 GPP24 GPP 
20 FPP35 FPP 
 
RESERVE POOL enter on any friendly Controlled east-edge land hex and/or set up on/adjacent-to Black Beach hexes and ≥ 3 hexes from all Marine units.
4-4-8 x224-4-7 x143-3-6 (Korean Labor) x12
MMG x10LMG x1050mm 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 2/2)
 
3rd Battalion, 2nd Marines (BLT 3/2)
 
2nd Battalion, 8th Marines (BLT 2/8)
 
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.

INITIAL SCENARIO SPECIAL RULES:

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/Bombproofs/Command-Bunkers in the Setup Areas of the 111th Construction Battalion and the 1st and 2nd Companies, 7th Special Naval Landing Force, must be manned to capacity if possible. Any units of these formations not set up in a pillbox/Bombproof/Command-Bunker [EXC: a Gun and its manning crew] must set up in the Reserve Pool. No unit of the 7th SNLF which sets up onboard/HIP may leave its initial Location until Japanese Turn 3.

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/rout/advance normally [EXC: ISSR 3]. The following drm apply to the Freedom of Movement dr:

   -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 1/6 landed unmolested in the evening of D+1. The next morning, focused attacks were organized. Each bunker had to be taken out individually. The Japanese continued to fight with skill and determination, making the reduction of the defenses costly. The main resistance centered in the "Pocket" between Red Beach 1 and Red Beach 2. Though the rikusentai fought to the last man, the battle was finally won when the Japanese mustered for the final Banzai charge on the night of D+2. More than 400 Japanese tried to turn the tide by launching a series of frontal attacks along the airfield. The Marines held, and the Japanese force was finally broken in heavy hand-to-hand combat. The blood shed on Tarawa was beyond that imaginable The courage and determination of the rikusentai forced the Marines to pay in blood for every grain of sand. But the courage, skill, and adaptability of the Marines had carried the day. General Holland saw a young Marine, "one arm still in the air supported by the weight of his body. On top of the seawall just beyond his upright hand, was a blue and white flag, a beach marker to tell the succeeding waves were to land". With tears in his eyes General Smith said, "How can men like these ever be defeated?"