Tarawa*
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Date: November 20, 1943*
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Battle Location: Betio Island, Tarawa Atoll*
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Battle Type: US Marines Assault vs Japanese Defend*
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If play against the AI, the human player should the US Marines side.*
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WARNING: This scenario contains a long opening bombardment and spotting aircraft phase with the next 7 turns taken up exclusively with the player targeting beach defences with off shore naval guns. The amphibious force does start to appear on map until turn 8. The game lasts 89 turns and contains 421 (255 moveable) units in total and is not recommended for beginners.*
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Description: This large scenario represents the landing of the 2nd Marine Division/V Amphibious Corps on Betio from November 20 to November 23, 1943. There is no doubt that the Marines can conquer Betio (as in real life), but the question is how high the price will be. Expect heavy looses.*  
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Historical note: On November 20, the US Marines established only a bridgehead west (Red 2) and south (Red 1) of the pier (approx.. 400 m in every direction).. On Red 3 the landing occurred only on the northern tip.*
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Gameplay Notes/Tips: The first three waves of Marines will approach in Amtracs of the 2nd Amphibian Tractor Battalion at the beginning of turn 8. The following waves of Marines will start at the submerged reef (turn 14+) and wade ashore to simulate the grounded Higgins boats. The following waves can land normally with their landing crafts, because of high tide and the discovery of gaps in the reef. If you want to play historically correct, move the Amtracs and landing crafts with full speed until they reach the beach (shallow water hex or pier hex) and unload only there. Stay in the marked landing sectors, but you can choose any beach hexes inside the sectors to land your units. Don't enter the two hexes of the Niminoa wreck. If landed, move the main amount of the LVT's back to the reef line to pick up embarked (reinforcement) troops. Pound the island hard with all you have in the pre-invasion bombardment phase (you have a lot of time: From turn 1 until beaching, approx. turn 15 for the first wave), concentrate your fire on the landing beaches (don't spray the whole island) and lay a dense smokescreen at arrival (tip: target your smoke screen in the bombardment menu on turn six then it should arrive by turn 8 - 9.  Note that smoke ammo is limited ). Otherwise the defenders can easily defeat you. Try to keep the pier intact. If you wish to repeat the same errors made in reality 1943 you can stop the main bombardment after turn 12 until the third wave has landed (then only DD Ringgold and DD Dashiell are available in this period, they are the only bombardment ships inside of the lagoon). Secure your rear area if you move your way inland, the Japanese defenders are very tricky. Some known special "events" in the battle are implemented so watch out. It may be helpful to have a map of Betio (simulate air recon, a very good link found in the sources below), if you are not familiar with the place to direct the bombardment efficiently. You MUST take the "Green North" landing area with your 3/2 Marines at ALL COSTS, because on turn 40 the 1/6 Marines will land in this area with slow, unarmed and un-armoured rubber boats!*
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Designer Notes: The game time is time compressed due to the winSPWW2 game length limitations of 89 (90) rounds. Troop strength is reduced to 2/3 of the original strength (japanese = 3.435 men), but all heavy weapons are in place. The arrival time of the reinforcements has been recalculated. Max. water speed from Higgins and Amtracs was changed to x:4 to an approx. correct timeline of landing waves. The Marines squads and the M4A2 can move in deep water with a speed of 2. The landing vehicles at Green Beach are not correct, changed only icons. The Japanese side have also reinforcements to simulate sheltered troops and the relocation of troops in the battle, this means you are not able to destroy all the enemy with your bombardment or recon every unit with you spotter planes. I changed a lot of the original units to design armour, speed, ammo... The M5A1 can tow 37mm AT guns and 75mm Pack Howitzers. Command chain represents only platoon, company (battalion) and Battle Group HQ (division). Regiment commanders are not in place due to basic game limitations.*
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V 1.2
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Sources:* 
Hammel, Eric & Lane, John E., Bloody Tarawa, Zenith Press* 
Wright, Derrick, Tarawa 1943, the turning of the tide, Osprey*
Rottman, Gordon L., US Word WAR II, Amphibious Tactics, Osprey*
Rottman, Gordon L., Japanese Pacific Island Defence 1941-45, Osprey*
Zaloga, Steven, Amtracs: US Amphibious assault vehicles, Osprey*
Tarawa and operation Galvanic, After the Battle No 15, Battle of Britain International Ltd.*
Shaw, Henry I. Jr., Tarawa, a legend is born. Purell, Battle book No 8*
www.tarawaontheweb.org (very good maps)*
www.nps.gov/archive/wapa/indepth/extcontent/usmc/pcn-190-003120-00/sec1.htm (very good history)*
www.ibiblio.org/hyperwar/USMC/USMC-M-Tarawa*
http://webpages.charter.net/o/ocotillo/pages/LVT%20Report%20of%20Losses.htm*
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Design by: Christian Basener, Germany*
Email: christian.basener@gmx.de*