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3 Jan 2021

The Matapan Incident - a Full Thrust scenario based on the Battle of Matapan

 

The Matapan Incident

A Full Thrust scenario by Phil Broeders

 

Author’s Notes

This is a contact battle between two long-standing enemy forces (and can form part of a campaign if you like).  Forces can be any two forces you choose but should consist of standard forces with recognisable ship types rather than exotic aliens etc.  It is based on the Battle of Matapan in 1941.

To set the tone for this scenario, inform the commander of Force B that he has limited ship numbers in this sector and does not wish to risk its ships unduly unless it can concentrate forces against an inferior force – and so will avoid battle with an equal or superior numbered enemy.

This is a tough battle for Player B – although he may not realise it at first and think he’s about to engage in a turkey shoot.   If he has the sense to scout ahead or at least not leap into the dark, he should have the ability to get away.   If not it is highly likely that his fleet will be battered and possibly lost completely.

 

Background

Force A is covering troop movements in Sector Medi as part of an ongoing war against Force B and its ally and is attempting to land troops on a planet (Greka 2).

Force A’s cryptoanalysts have managed to break one of Force B’s code and are reading their signals for the first time.  The first message broken, the cryptic "Today’s the day minus three," was followed three days later by a second message reporting the launch of a Force B battle fleet from their base on Matapan - comprising one battleship, six heavy and two light cruisers, plus destroyers.  Their aim is  to attack the merchant convoys supplying Force B’s  forces in this sector – specifically those supporting the invasion of Greka which is held by Force B’s allies (Force C).

The intelligence breakthrough was concealed from Force B  by ensuring there was a plausible reason for Force A to have detected and intercepted their fleet. In this case, it was a carefully directed reconnaissance craft that briefly contacted (then evaded) Force B’s battlefleet.

As a further deception, Force A’s commanding Admiral made a surreptitious exit after dark from a starport hotel at their main base on planet Alix (known to be under surveillance by spies paid by Force B) to avoid being seen boarding his flagship – the main battleship of Force A. He had made a point of arriving at the hotel  the same afternoon with his suitcase as if for an overnight stay, and spent time in the hotel lobby and restaurant.  An evening party on the flagship was advertised for that night for local dignitaries and ambassadors to attend  but was never meant to take place.

At the same time, there was a failure of intelligence on the Force B’s side. Force B had been wrongly informed by their allies (Force C) that Force A’s fleet had only one operational battleship available and no carrier (one of Force A’s carriers having been damaged in a tussle with a portion of Force C’s fleet.   In actual fact, Force A could field 3 battleships and a carrier (a replacement carrier being warped to the area to bolster Force A).

 

 

Scenario setup

This should be a refereed game.  Dole out the forces accordingly but keep the numbers for Force A secret from Player B but let player A have full knowledge of the ships in Player B’s command (as gleaned by their intelligence coup).

Inform Force B’s commander that he has the largest force in the sector at present, that there is a convoy of merchant ships in the area – 50% of which must be destroyed.  Inform the commander that the enemy force is weaker than his own but if he feels that his force is in danger then discretion will be the better part of valour.  Also inform him that his fleet recently chased off a snooping scout of Force A’s but he has probably been spotted – meaning the convoy may get away and that Player A will have a good idea of the forces Player B has.  Player B’s orders are to destroy more of the enemy than he loses of his own force, that destruction of the convoy is his highest priority and he must pass through Force A’s covering force to do so. 

Player A’s objective is simple – lure Force B into the trap and use the firepower at his disposal to destroy the enemy fleet.  The player should use the initial cruiser force to ‘pin’ the enemy in place until such time as his main force shows up – if it survives that long. Note there is a convoy of merchant ships but on the other side of Force A!

 

Battle set-up

Assume a 6 ‘x 4’ table lengthways.  Designate one narrow end as A and the other as B with a mid point being 3’ from either edge.  Then assume 2 ‘virtual’ tables X and Y (on either side of the short edges of the initial table – Z).  The referee should have two sheets of A4 showing the positions of the opposing main battlegroups – especially the carrier.  It may also be useful (space permitting) to have a separate table available should action leak off table Z (e.g. Force B’s cruisers get onto table X for example).    

Force A deploys its cruisers / destroyers (see below)  within a 1’ of the midpoint of Z on side X and Force B deploying its cruisers within 2’ from the edge of side Y.  Both sides should face each other but speed and formation is up to the discretion of the players.

Initially the opposing forces should only have half their cruisers and 1/3 of their destroyers ‘on table’ on Z - with the remainder of their forces on one ‘table’ away (each side) and converging.  So Force B will have 3 heavy cruisers, Force B will have 4 light cruisers initially – plus 1/3 of the destroyers available. 

All remaining units will comprise the main battlegroup of each side.  Both commanders must provide the referee with the layout of their main battlegroups at the start of the battle.

Force B’s main battlegroup will come on table two turns after the start of the game from Table Y i.e. Turn 3 – in the same formation as designated at the start of the game and moving at the speed designated by the commander. 

Force A’s main battlegroup is assumed to start at the back edge of Table X and heading towards Z at full speed – the referee will need to determine where the force is on table X as the overall battle commences.

If Force B sends a destroyer to scout beyond the current table – and it makes it off  the short table edge - it will spot Force B’s battlegroup – and a complete lack of convoy! 

Force B can launch its fighters / torpedo bombers as soon as Force B’s main battlegroup appears on Z – i.e. on Turn 3. (consider them as ready for immediate launch based on the limitations of the actual force chosen i.e how many fighters that particular carrier can launch at any one time). These will proceed from a point the referee thinks the carrier will be at on X on Turn 3 and at best speed – these too need to be tracked by the referee. 

The arrival of fighters on table (if Force B has not scouted table X) should indicate to player B that a larger force than expected may be ‘over the horizon’ – as no carrier is expected to be in this sector!

Player B faces a difficult decision once the main battlegroups meet.  He must escape the trap but also damage Force A more than he is damaged himself.  But the longer he hangs around, the more likely he will lose.   Force B is assumed to have escaped once the battleship (or the largest remaining ship) has reached the mid-point of Table Y. 

If Player B wants to make a run for it, then a ‘stern chase’ will ensue with Force A assumed to chase at full speed and firing out of frontal arcs while Force B cannot fire back from their rear arc.  So a choice may need to be made by B to escape in zig-zag formation (to get shots off) but reducing the speed of escape.

 

Victory conditions

Either force inflicting more damage on the opposing force by the end of the engagement is deemed the winner.  This is based on the number of damage points (boxes)  inflicted in total on all ships hit by the enemy.

 

Opposing forces

Force A

1 large carrier (mixed force of fighters and torpedo bombers numbering 18 in total)

3 battleships

7 light cruisers

12 destroyers

 

Force B

1 battleship

6 heavy cruisers

2 light cruisers

12 destroyers

 

Note that the number of destroyers can be reduced based on ships available to the players (and table space) but ensure the numbers are matched for both forces (e.g. 9 to 9, 6 to 6 etc)

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