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Joe Keller
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Victory at Midway » Forums » Sessions
Play of Victory at Midway
Last evening Alan and I sat down to a game of Command magazine's Victory at Midway, a fine addition to the Midway games, by Ben Knight. Alan took the US forces and I took the Japanese forces.



There is a lot of luck in this game, which is historical, because there was a lot of luck in the carrier battles. The luck went to Alan when it came to initiative in air combat, but it definitely went to me in the fog rolls (fog never lifted) and the searches.

My master plan to send in decoys worked well, almost too well, as Alan was having a hard time finding any of my ships. But finally he found my decoy carrier (babyflattop) forces south of Midway and went to engage them, while my fleet carriers waited in the fog just north of Midway.

During the night he lost sight of my forces, could not find them in the morning, and sent his air strikes to the wrong hexes. My forces in the south knew where his carriers were, but launched no airstrikes, to avoid giving away that they had next to no airpower. I never asked Alan how much he puzzled that no air strikes attacked his carriers.

The ruse continued to work perfectly. On the turn when I struck Midway with everything from the four fleet carriers sitting 2 hexes due north of Midway, he did not find them, and he thought the planes came from the carrier force sitting 2 hexes south of Midway, which he did find. Unfortunately, the Japanese air strike against Midway gave rather poor results (rather historical, actually). I only hit one Marine unit.

But decoys don't last forever, and Alan's airstrikes revealed that my two forces in the south were decoys and scored him about 15 points to my 5.

After a second night, in which my heavy ships detached from the fleet carriers and moved to Midway, the planes were up early in the morning searching for the carriers.

The Americans on Midway found the Japanese heavies at Midway and bombed them, with no damage. The American BB and 2 CAs bombarded Midway and scored a second hit on the Marines.

I had often done no searches to avoid giving away my position. Now I did just 2 air searches, and fairly close together,to keep the number of hexes where I might be as high in number as possible. Alan saved his bombers for the strike and did not use them in air searches, but this turned out very badly for him, because again, the American searches failed to find the Japanese fleet carriers. They were sitting 2 hexes NW of Midway. The American carriers were in two task groups. One (containing Hornet and Enterprise) was just NE of Midway, and the other (containing Lexington) was just SE of Midway. Thus far, the Americans had never sighted the Japanese fleet carriers.

The Japanese planes could reach the NE American task force, which turned out to contain the Hornet and Enterprise and 3 CAs. Another massive airstrike left the Japanese fleet carriers. The Americans again won the combat initiative. The US fighters wiped out 2 Japanese Dive Bomber squadrons and damaged a number of Torpedo Bomber squadrons. But the return fire was frightening. All 7 US fighter squadrons went down. And the Japanese bombers did their job and sent the Hornet and Enterprise to the bottom.

At this point we were on turn 15. The Japanese gained over 30 points from that attack, for a total score of 43.5. Americans had 19 points, plus 11 for Midway, which they still held, for a total of 30. Alan conceded the game on the condition that I would show him where my fleet carriers were. I agreed.

It took us about 3 hours to play to this point. I didn't quite have all the rules down. We did find the carriers to be very fragile in this game. All in all, it was a lot of fun, and we look forward to playing again.

Joe
Last edited on 2008-05-30 22:21:52 CST (Total Number of Edits: 1)
Craig Truesdell
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I always favor more searches, bombers on the deck are useless if you can't find anything. Like you said, it doesn't take much to knock out a CV, especially an IJN CV.
Great post, one of my favorite games!
Alan Richbourg
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The U.S. has broken Japan’s ULTRA code and knows an attack is descending on Midway. Repairs to the Yorktown are made in record time, enabling that proud ship to join the looming battle. The approaching Imperial Japanese Navy greatly outnumbers the Americans – only skill, initiative, and a great dash of luck can save Midway from invasion.

I was confident going into this game with Joe. The land-based search planes give the Americans a huge advantage over the Japanese in search capability. All I had to do was use this capability to locate his carriers, get in the first attack, and it would all be over, right?

Dense fog blankets the sea northwest of Midway. Throughout the morning and afternoon of July 3, PBY Catalinas search the south and west approaches to Midway. Task Forces 16 (Enterprise and Hornet) and 17 (Yorktown) pass the island and head southwest, following the Catalina screen. At 1800 hours, just before sunset, a PBY radios in: “Japanese flat tops sighted southwest of Midway!”

I expected the fog to last for a little while, so I was not concerned about it yet. Sighting the carriers was tremendously exciting and puzzling at the same time. Why had he sent his carriers south, so far from the fog? I admit at this point I thought it must be his main carrier fleet, indeed his combined fleet. Perhaps he thought I would focus all my attention on the edges of the northern fog. I prepared to find and destroy his carriers at dawn.

The brief sighting remains unconfirmed, as nightfall prevents further aerial reconnaissance. U.S. Admirals expect the Japanese fleet to make full speed toward Midway, and arrange their search plans accordingly. But as June 4 dawns on the Pacific horizon, the carriers cannot be found! The wily Japanese have evaded the over-confident Americans.

Having the Japanese carriers disappear like that was the first of many such shocks to follow. It was about that time that I wished I had sent out destroyers to help in the search for his ships. In my consternation at not being able to find the missing carriers, I started diverting search planes from the edges of the fog bank.

Around 1130 a.m., Japanese search planes are seen over the American fleet, which is retiring on Midway. Knowing the U.S. carriers are vulnerable, search efforts are intensified, but no Japanese carriers are found. All U.S. aircraft are launched, but the air strikes find no targets and return home.

Due to his search pattern, which included spaces east of Midway, I wondered if perhaps he had slipped past somehow and was preparing an attack from that side. Of course, this extended the area I had to search. In fact his ships seemed to be moving faster than was possible. And why didn’t he attack immediately after locating my carriers? I finally found his second carrier group, also to the south. Joe’s decoys were working perfectly!

At 1500 in the afternoon, the full complement of aircraft from 4 Japanese fleet carriers attacks Midway. In an incredible bit of luck, this massive air strike is almost completely ineffective. The airbase is only slightly damaged.

The failure to shut down Midway’s airbase in that first raid was the height of good luck for me in this game. It should have ended there, really. Joe had played masterfully up to that point, and in recovering from that bad luck in the following turns, he played even better. I on the other hand was feeling good (i.e. delusional) about the next turn.

As the sun begins to set in the West, flight groups from Enterprise, Hornet, Yorktown, and Midway locate two carrier groups south of Midway. First the Zuiho, then the obsolete Hosho blow up and sink beneath the waves, taking all their aircraft with them. Yet this triumph is hollow, since it reveals that the fleet carriers are still undetected.

As night fell again, all I knew was Joe’s main fleet carriers had been within two hexes of Midway, and I hadn’t found them. I was retreating TF 16 and 17 northeast, past Midway, away from the warships that had been with the Zuiho. During the night, those warships sank some destroyers I had sent to help patrol. It seems they screened them a little too closely. ;-)

Japanese battleships and cruisers are spotted close to Midway during the night – TF 16 barely escapes a night battle with these. There is great confusion at U.S. headquarters during the dark hours. Stress and exhaustion are taking their toll, and a sense of foreboding is in the air. But if the U.S. can strike first tomorrow, perhaps Midway can still be saved.

I was ahead on points then, and while some part of the U.S. forces was going to get hammered in the morning, perhaps I could do some hammering too. The fact that battleships had arrived at Midway undetected was troubling; but many things were troubling! In desperation, I debated where to send the search planes that morning. As bad decisions go, my decisions about searching that morning were spectacularly bad!

At 0430 June 5, Japanese search planes locate every U.S. ship in the area. Conversely, not a single Japanese ship is found, except the battleships bombarding Midway. The fog bank is still impenetrable. The battleships do minor damage to the airbase while Midway’s bombers buzz ineffectively above the battleships’ AA fire. Finally, the full air strength of the IJN fleet carriers appears in the clear skies above TF 16. The Wildcat CAP gets the jump on the Zeros, but cannot keep enough Kates or Vals from making their attack runs. TF 16’s cruiser AA is ineffective, and both the Hornet and Enterprise, with all planes on deck, suffer massive explosions and sink slowly beneath the waves. Only one squadron of Wildcats survives the battle, landing on Yorktown.

I had hoped Joe might send the air strike against Midway, giving me one more turn to find and attack his carriers, but of course he made the right decision instead. Joe played magnificently and thus thoroughly schooled me, showing his extensive knowledge of the battle. I truly enjoyed the game, and hope we can play again soon. If I’m ever the U.S. again, I vow to do better at searching. :-)
Joe Keller
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Alan, really great AAR. It's really nice to read both sides of the contest and see what each player was thinking and being forced to deal with. :meeple:
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