Alaska's
War: Scenario 11
By Jay Townsend
July 2012
Scenario Eleven
Kiska Evacuation
15 August 1943
Had
the American/Canadian forces been able to
catch up to the retreating Japanese on Kiska,
they might have had a shot at disrupting the
Japanese evacuation. The encounter would likely
have happened on the eastern side of the island
near Vega Bay. As with all encounters in the
Aleutians, the Americans would have had numerical
superiority but would be fighting the terrain
at least as much as the Japanese.
Note: This scenario uses Map 2 from
Afrika
Korps and pieces from Battle
of the Bulge and Guadalcanal.
Game Length: 24 turns
First Turn: 0800
Other: Treat all light-colored hexes
as Muskeg, and all shaded areas as 20-meter
hills. Treat the solid-line roads as tracks
on which foot and mechanized units may travel,
and the dotted lines as tracks on which only
foot units may travel. See Alaska’s
War for further information on Muskeg
and tracks.
Japanese Rear Guard Screening
Force
Set up in hex 1310:
Set up in hexes 1210, 1310 and/or 1212:
- 2 x INF
- 1 x HMG
- 1 x 37mm AT
Leader: 1 x LT
Elements, Kiska Occupation
Force
Setup within 2 hexes of hex 2034:
Leaders: 1 x MAJ, 1 x CAPT, 5 x LT
Japanese Evacuation Point
Guard
Set up in hex 2406, 2405 or 2404:
Leaders: 1 x CAPT
Initiative: 6
Morale: 9/8
Off-board artillery: none
Lead Units, Kiska Invasion
Forces
Enter anywhere on the west edge except for
vehicles, which must enter on the track just
west of hex 0213:
- 2 x M5 Stuart (reduced)
- 1 x LVT
- 16 x INF
- 1 x Scout
- 2 x HMG
- 1 x 81mm
Leaders: 1 x COL, 3 x CAPT, 6 x LT
Initiative: 4
Morale: 8/6
Off-board artillery: none
Special Rules
1. The American initiative level is lowered
by one for every five steps eliminated (tanks
count double).
2. The Japanese initiative level is never
reduced.
3. Maximum visibility is 3 hexes for the
entire game, due to fog.
4. Treat the American Scout unit as Alaska
Scouts (see Alaska’s War special
rules section).
5. Place a wreck counter each time a vehicle
step is eliminated in a track hex.
6. The Japanese tank unit may not exit the
board (see victory conditions).
Victory Conditions
The Japanese player receives one victory
point for every American step eliminated (tanks
count double), and one VP for each Japanese
step that exits the east edge of the board
from hexes 2406, 2405 or 2404.
The American player receives one VP for each
Japanese step that does not exit the map from
the three eligible hexes listed above for
any reason (due to elimination or otherwise;
the tank step counts double). The Japanese
tank unit cannot exit the board, so the American
player will automatically score two VPs for
it.
A player who scores three to nine more VPs
than his or her opponent scores a Minor Victory.
A player who scores 10 or more VPs than his
or her opponent scores a Major Victory. Any
other result is a draw.
Try
this scenario yourself with Panzer
Grenadier: Alaska' War! |