The End of a Cold War | ||||||||||||
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By August 15, 1943, American Kiska Invasion Forces controlled the bulk of the island. Knowing that their time in the Aleutians was nearing an end, the Japanese attempted to evacuate the remaining Occupation Force early that morning. The evacuation route was protected by a small Rear Guard and Evacuation Point Guard Force. An American contingent of foot units and armor advanced east along the main track on the island, while the Japanese evacuees moved quickly north along the main north-south track. At 0830 hours, a US scout platoon took fire from the Japanese Rear Guard screening force. The American infantry finally took out the Type 95 unit at 0945, which cleared the way for the US advance eastward, and one Stuart platoon made it through the muskeg to cut off the northeast track junction. Japanese AT fire eliminated that Stuart unit at 1030, while remnants of the Occupation Force unable to get to the evac point assaulted the US troops in that area. The Japanese Rear Guard held strong until noon, but was unable to prevent traffic east along the track since they had been under assault for approximately 2 ½ hours. Shortly before 1300 hours, both sides claimed success, since a number of Japanese units had exited the island, but many lost their lives protecting the evacuation. This scenario is a well-conceived likeness of a potential Japanese evacuation contested by the Americans (in reality, the Japanese had evacuated in late July, well before the US troops arrived there on August 15th). VP’s are awarded for step loss and Japanese unit exit. The initial Japanese positions are essentially prescribed by the scenario guidelines, as is the American entry point. Then it becomes a race to get American units in position to limit the Japanese exit; since the Japanese have a decided initiative advantage and a good screen from the rear guard, it is difficult to imagine that some units will not exit for VP’s. So the main strategy for the US player is to break through the rear guard defense with both alacrity and minimal casualties, getting to the track junction in the northeast sector. For the Japanese, it is to move units from the Occupation Force as quickly as possible to the evac point, while using some precious turns for key shots at the advancing US units, primarily for self-protection. The two Japanese groups not on the track dug in, while the Type 95 was used to block the track for as long as possible. Fog of war rolls on two of the first five turns limited both sides in their haste to strategic positions. By the end of Turn 20, it was clear that the remaining Japanese step on the board could not exit, so the game ended with the Japanese with 19 VPs (14 steps exited and 5 US steps eliminated), and the Americans with 18 VP’s (17 Japanese steps eliminated and one remaining on the board) resulting in a Draw. This was a fun and well-balanced scenario. Having now completed the scenarios associated with this monograph, an assessment would be that they seemed to get better as the timetable moved along, with the last three being unique and the most fun of the group. |
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