Pearl Harbor

Frame 1 – The Attack of Pearl Harbor

Introduction

6:00 am, December 7, 1941 — 180 aircraft take off in a first wave. Their mission is to destroy the US Pacific Fleet assembled at Pearl Harbor.

In the US, previous indications of imminent war have not been fully appreciated. At Pearl Harbor itself, antiaircraft guns are unmanned and aircraft are not conducting routine patrols. At 6:37 am, the USS Ward finds and attacks a Japanese midget submarine outside the harbor entrance. At 7:00 am, the Japanese first wave is picked up by the Opana Point radar station but are confused with a scheduled incoming flight of B-17′s. As the Japanese planes draw close to land, they shoot down several US aircraft that manage to get out radio warnings, but the warnings are cryptic and puzzling to the recipients. For the ships of Pearl Harbor, there is no call to battle stations. For the planes, there is no call to scramble.

At 7:53 am, the first bombs fall. The US is now at war.

Overview of Battle

This frame will pit the US against the IJN in a unique way.  The US is unprepared for war, the IJN has spent months planning a carefully crafted attack against a stationary target. The IJN did telegraph through diplomatic channels, cues and indicators that an attack might very well be occurring.  Information within the US did anticipate and attempt to prepare for the attack.  There were rumors, facts, speculation and much guess work.  This frame will require some careful planning and attention to the write up and more importantly, what can be done that is not clearly spelled out, highlighted, and pointed to with glowing pictures.  This event is not, in any way, designed to be a reenactment of the attack on Pearl Harbor.  There is ample opportunity for the IJN to completely botch the attack, there is more than enough intel, opportunity and fire power to fully deflect the IJN attack and level a serious blow to the invading fleet.  This, however, will fall on the heads of the command staff and players, as there are obstacles to overcome, and failure to overcome them will lose this fight.

Each side, the IJN and the US, are allocated a fixed amount of planes.  Any pilot may fly any plane as their CO assigns.  This event will not be measured on Lives Lost, it is measured on Planes. When you run out of planes as a team, your team is on the ground.  Landing and saving your plane is paramount to the success of your side.  Ground Guns, Vehicles, Gunners for Bombers are Unlimited, if they are available, you may use them.  It is strongly recommended that if you are assigned a vehicle or gun position, you realize it is a vital part of the mission and do your part.  One gunner in a jeep can get that one last shot on that one last torpedo plane and deny the other team a victory.  Everyone matters, every position matters, until the end of the frame is called.

The IJN will have a wide assortment of opportunities to carefully place their fleet for maximum coverage and protection, and take advantage of the best positioned spawn points for launching their attack.  The IJN must land and recover their planes at the fleet in order to count them as surviving the mission.

The US pilots must land successfully at any field and launch a new plane, of the same type that pilot landed.

Any and all failures to land at the IJN fleet or US Airfields/Enterprise will be considered a lost plane.  Disconnects, augers, crashes on take off or landing, anything other than a completely successful landing will cost the plane.  Discos and such may as well be considered mechanical failures.

Victory Conditions

This is an Objective Based Frame.  The conditions are simple.  Meet the objectives.

IJN Objectives

  1. Sink 75% of Ships In The Harbor AVOIDING USS Solace. Sinking the Solace will result in another damaged ship being repaired. Locate USS Solace at this map, object #14. http://pacificwar.files.wordpress.com/2014/04/object_location.png
  2. Destroy 50% of the AA Factory at 10-8-1-3 (At the A27 West Vehicle Spawn Point) (or option 4)
  3. Destroy 50% of the Fuel Tanks at 10-8-2-1  (Or option 4)
  4. OPTION 100% of either the AA Factor OR Fuel Tanks instead of both objectives 2 and 3.

US Objectives

  1. Shoot Down 65% of all IJN Aircraft, any combination, any type.
  2. Locate and Identify any 3 of 6 Carriers. (Note: 1)
  3. Sink any IJN Carrier.

Note: 1 ~ ID Shipping.  Check the status of the Radar on the ships using the clipboard map.  Target the CV and drop a bomb or two until the radar is destroyed, note which ship lost it’s radar.  Confirm ID, repeat for next target.  This will take a controlled assault, not simply bomb at will.  ID is required to be confirmed.

Japanese Forces

Japanese (IJN) forces consist 180 Planes (Assuming 90 Registered IJN)
This is the Minimum Plane Allocation regardless of turnout, if less than 90 arrive for the frame, the number of planes are still available for the IJN Commander to allocate to any player as the CO wishes.   If more than 90 participate in the frame, the plane allocation will be distributed at the same percentages. (Percentage of “Turnout x 2″)

  • 100 A6M2 No Bombs (56%)
  • 40 D3A1 (22%)
  • 40 B5N2 (22%)

The IJN has the following carriers available: Akagi (C9), Kaga (C8), Shokaku C6), Zuikaku C5), Hiryu C12), and Soryu (C11).
The CO may allocate squadrons as the CO sees fit, so long as the squadrons use those CVs as their home carrier throughout the frame. Each Carrier must be assigned a minimum of 2 Squadrons.  Each Squadron may recover at any active carrier and if landed successfully, launch from that carrier in the same plane they landed.  If you are shot down, crash, ditch, disco or in any way not land successfully, you must launch from your original CV assigned to your squad.

The IJN carriers and escorts can start anywhere in the “IJN fleet start area” as shown below. The carriers and escorts may move anywhere on the map after the start of the frame.  The IJN Escort Fleets will be independent of the Carriers.  The Fleet may operate in any configuration, placing as few or as many escorts with any of the CVs, in any formation or configuration.
Example.  Akagi, C9 will have all of the supporting ships sunk prior to the frame, and will operate on it’s own.  A second fleet, C14,  will be assigned alongside C9 but will have that carrier sunk prior to the frame.  C14 while tasked to escort C9 is able to disengage and support another carrier or sent out on a recon, or diversion role, while C9 Akagi pulls into formation with another carrier and escort group.

fleetstart

US Forces

United States (US) forces consist 180 Planes (Assuming 90 Registered US)
This is the Minimum Plane Allocation regardless of turnout, if less than 90 arrive for the frame, the number of planes are still available for the US Commander to allocate to any player as the CO wishes.   If more than 90 participate in the frame, the plane allocation will be distributed at the same percentages. (Percentage of “Turnout x 2″)

  •  3 B-17G Flying Fortress (as single aircraft, no formations) 2%
  •  12 Boston III (as single aircraft, no formations) 7%
  •  40 P-40C  22%
  •  40 F4F-4 Wildcat 22%
  •  60 SBD-5 Dauntless 33%
  •  25 TBM-3 Avenger 14%

The US Team has the following fields available for the initial takeoff of the following aircraft:

  • Hickam: all B-17G’s, Boston III’s, and TBM-3′s.
  • Wheeler: all P-40C’s.
  • Ewa: half of the F4F-4′s, half of the SBD-5′s.
  • Ford: half of the F4F-4′s, half of the SBD-5′s.
  • Enterprise: Any fraction of the Ewa allocation may be used off Enterprise which will start in sector 7-7

US

The Enterprise fleet begins at Sector 7-7 and is available for use in any capacity the CO desires.  The fleet will have the option of seeking out the IJN fleet, however the distance between the fleets due to the start locations may make this impractical, perhaps only good for a near end frame option.  The CV will be detached from the Escort Fleet and both may run together or in any direction they choose.

US armament restrictions:

  • US fighters may not carry bombs, but may carry drop tanks.
  • F4F-4′s must use the 4-gun armament and not the 6-gun armament.
  • TBM-3′s taking off from land bases: must carry bombs, no rockets, no torpedos.
  • TBM-3′s taking off from the Enterprise: must carry torpedos, no rockets, no bombs.

The US Team can divide itself up into squadrons however it sees fit.

Other Rules

There will be no radar, there will be Air Raid Warnings triggered by Fighters and Bombers.  No Dot Dar, no Dar Bar.  Bases will flash within the tower radar range of 25 Miles.

Pilots may fire upon parachutes and ditched aircraft.  Although there is no benefit as the plane is already down and all you will do is return the pilot to his plane earlier, there is no prohibition to shooting in this manner.  There will be opportunities to vulch, head on shots, or any and all ways to kill the opponent.  There is no “honor” rule, this is war and you have the ability to cap your field to prevent vulching, or avoid HO shots.

Ships.  Once all available ships are sunk in a fleet, that fleet is removed from the battle area so that PTs and Ack are not used.

5″ and 40mm guns will be disabled and unavailable.

US pilots get unlimited numbers of Jeeps, Ostwinds, and M-16′s and unlimited lives as bomber gunners, ship gunners, or ground gunners. If your side is out of planes, or the CO is holding launches for a planned mission, please stay to man guns or vehicles. If you are on the US Team, you should do this to help your bombers, to help in the ack defense of Pearl Harbor, and to help at fields that are being CAPped by IJN forces.  There are vehicle spawn points at each field and the Fuel Tanks and AA Factory targets.

IJN pilots get unlimited lives in PT boats and as bomber gunners and ship gunners. If you are on the IJN side, you should man the guns of your bombers, and keep in mind that your ships can come under attack from US forces.

At the end of the frame, the CM’s will instruct all aircraft that have not yet landed back at base to crash (as any aircraft that hasn’t yet landed back at base is now considered lost). The CM’s may implement a strong downwind at frame end that will force all aircraft in the air to crash. Once all of these aircraft are down, the logs will be closed for scoring purposes. There will be no call from the CM’s to disengage and no grace period. How, when, or if to disengage is up to the teams to decide on their own.

Frame Start

At T+0, Zero Team and IJN Team may launch all of their forces.

At T+0, the US may launch 10 fighters and 10 bombers as scouts. Half of the US scouts may not move north of row 10 (i.e., may not enter row 11 or any rows north of that). The US may launch the rest of its aircraft (and scouts are released to move wherever they want) when an IJN plane is positively identified, when an IJN ship is identified, or at T+40 minutes, whichever comes first. Identification of an IJN plane means when any US plane is within icon range of any IJN plane and announces on the US country channel the aircraft type of the IJN plane. Identification of an IJN ship means when any US plane sees an IJN ship and announces the sighting on the US country channel. Before ID of enemy aircraft or ships: a scout can come back and land, and another person can be launched as a scout; if a scout crashes, another scout can be launched; and so on — as long as the US has no more than 10 fighters and 10 bombers up as scouts at any one time and as 10 of them are not north of row 10.

Summary of Player-Enforced Rules

The following is a summary of some rules that regular pilots must enforce upon themselves during play (as opposed to those rules that are enforced by settings or enforced by how CM’s or CO’s set things up prior to frame start). This is intended as a handy summary list. You still should know the rest of the rules as well.

  • Players may not use the 5″ or 40mm guns. These will be disabled.
  • TBM’s must carry torpedo’s if launching from Enterprise.
  • TBM’s may not carry torpedo’s if launching from land.

Weapon Settings.

A6M2, no bombs
F4F-4, no bombs, no 6x guns
P-40C, no bombs
TBM, no rockets
SBD, no 1600 lb AP
B-17s are to level bomb only, no dive bombing.

Settings

Ground Clutter: In your settings, DISABLE GROUND CLUTTER!  Due to the complexity and graphic detail of the ships docked at Ford Island, and the essentially water based terrain, Ground Clutter must be turned OFF to prevent a frame rate hit.  You will see no noticeable impact on the graphics, as the ships have the detail and the water doesn’t need the clutter.  The impact of not disabling ground clutter  could be a significant graphic stutter as you prepare to drop your torpedo.

Wind. 10 mph from east to west at 5k altitude on up.

Clouds. Some fleecy clouds may be possible.

Radar. Base Warning Flash

Object down time. Destroyed objects stay destroyed.

etting Name Value Explanation
BomberWarningRange 132,000 Bases flash when enemy is 25 miles away.
DownTimeMult 200 Destroyed objects stay destroyed.
ExitWhileMoving gunner, boat, amphib No exit while moving, except for gunner, boat, and amphib.
FighterWarningRange 132,000 Bases flash when enemy is 25 miles away.
FlightModeFlags Formations ARE NOT Enabled and Auto Calibrate Bomb Sight No formations. Easy-mode bombsight.
FuelBurnRateMult 1.213 Fuel burn rate.
GroundAutoLethality[Armored] 0.03 Weak auto ack. If you want ack, man it.
GroundAutoLethality[Hard] 0.03 Weak auto ack. If you want ack, man it.
GroundAutoLethality[Soft] 0.03 Weak auto ack. If you want ack, man it.
KillShooter 1 KillShooter is on
PerkPointsDisabled 1 Perk points are disabled.
PlayerResupplyTime 0 No resupply.
RadarAlt 1000 Planes under 1000 ft won’t show up on radar (under radar).
RadarMode[Bishops] Disable Friendly Counters, Disable Enemy Counters US has no radar.
RadarMode[Knights] Disable Friendly Counters and Disable Enemy Counters IJN has no radar.
RadarMode[Rooks] Disable Friendly Counters and Disable Enemy Counters No radar.
RadarUpdateRate  0 No delay.
RandomRotate 0
SectorCounterAlt 1000 Planes under 1000 ft won’t show up as counters (under radar).
SectorCounterRange 0 0 mile range on counter radar.
TaskGroupCommandCnt 10 Can control up to 10 task groups.
TaskGroupRespawnTime 360 Task groups don’t respawn.
TowerBasedRadarRange 0 0 mile radar range.
ViewModeFlags 2 External view for bombers only.
Object Name Hardness Explanation
Ship 3.0 Ship hardness is 3 times main arena standard.

All other settings are as in the Main Arena.

Reasons for Various Aspects of Rules

The US getting to launch aircraft

This scenario is based on allowing the US to act on the awareness of scouts to stumble on the IJN and allow the US to launch a fair number of aircraft. While the US did have a lot of aircraft at Pearl Harbor, it is unclear if they would have been able to launch a lot of it with the one-hour notice of attack Opana Point would have provided. Nevertheless, for playability, the US in this scenario is allowed to launch a reasonable number of aircraft.

Which US carriers get to participate

The Enterprise was 200 miles west of and inbound to Pearl Harbor when Pearl was attacked. It normally carried 36 SBD-2′s, 18 F4F-3′s, and 18 TBD’s, of which a squadron of SBD’s arrived at Pearl Harbor during the attack. To account for the Enterprise being available, there will be (as a proportion of US forces) more F4F’s and more TBM’s, and a CV group will be put out to sea. The US side is not given in total more planes, though, as number of players on each side of this scenario is fixed. The Lexington was about 460 miles from Midway, inbound to Midway, and the Saratoga was near San Diego, California — thus both are out of play and not used in this scenario.

 

Historical Context

1937. Japan invades China. The war is the latest in a series of military moves designed to expand Japan’s sphere of influence and to gain access to vast natural resources (such as oil) lacking in Japan itself. Japan, having emerged from its period of feudalism and in the midst of a strong economic and military expansion, sees its chance to ascend the world stage as a leading power. This move and Japan’s efforts to expand its empire throughout southeast asia is opposed by the United States, Great Britain, and the Netherlands, among other nations with their own interests in the area and by the League of Nations overall.

1939. The US cancels its 1911 commerce treaty with Japan, a step on the way to embargo.

1940. Japan signs the Tripartite Treaty, forming the Axis Powers along with Germany and Italy. The US places an embargo on metal and gasoline and closes the Panama canal to Japanese merchant ships.

1941. Japan continues to negotiate with the US but also begins seriously planning for the contengency of war.

June, 1941. Japan invades Indochina. The US freezes Japanese assets in the US and initiates a complete oil embargo. Prior to this, 80% of Japanese oil imports come from the US.

September, 1941. The US is now standing directly between Japan and its ambitions, and will not step aside. Japan considers its options to be either a military defeat of the US or an abandonment of Japanese goals for expansion and status as a leading world power. It chooses war.

The plan, spearheaded by Admiral Isoroku Yamamoto, is to strike the US forces at Pearl Harbor, crippling the US Pacific fleet. The intent is to force the US back to the shores of California, buying enough time for Japan to capture vast oil reserves in southeast asia and to set up a defensive perimeter.

November 26, 1941. A fleet of six aircraft carriers and numerous other warships leaves the Kuril Islands for Hawaii.

December 7, 1941. 353 Japanese aircraft take off from the carriers and attack Pearl Harbor.

Links to Historical Information

Credits

Scenario design: The Aces High Scenario Team, ROC, Brooke, Soulyss, Redtail7

Pearl Harbor terrain: The Aces High Terrain Team
http://downloads.hitechcreations.com/ahiiterr/pearl.res

Scenario CM: ROC

Side CMs
IJN: Brooke
US: Redtail7

US Team CO: GhostCDB

IJN Team CO: -ammo-