Empress Augusta Bay
We played a representation of the Battle of Empress Augusta Bay, of November 1-2, 1943. While the actual battle was a mass of confusion with ships of both sides colliding with each other in the dark and shooting at friends, ours was a much more controlled scenario exploring “what if” the American plan was carried out to perfection.
The Japanese under Admiral Unlucky Tomiachi approached as they had historically with the two heavy cruisers Myoko and Haguro in line ahead flanked by two columns each of a light cruiser leading and three destroyers. The Americans under Admiral Just-Follow-the-Plan Caccamerrill and Close AtSpeed Burkox started in line ahead across the Japanese “T” with four destroyers then four “light” cruisers and four trailing destroyers. The Japanese also had two scout planes intended to drop flares.
The battle began with some tentative radar contacts and a flash of anti-aircraft fire as gunners on the Cleveland and Claxton opened up on the two scouts. The AA gunners were met by spectacular success as both Suisei exploded in mid-air, foreshadowing the rest of the game.
Admiral Tomiachi, acting on imperfect information, split three destroyers to his right (west) and turned the rest of the squadron hard left, intending to match the American gun line with his own four cruisers, screened by the three eastern-most destroyers. Admirals Caccamerrill and Burkox executed the historical plan with the lead four destroyers continuing forward and the rest of the command reversing course.
The entire Japanese squadron opened fire on Cleveland, scoring hits and starting fires but not knocking her out. The Americans opened fire with the few ships who had made radar contact, with a couple minor hits.
Both squadrons now established on their new courses, and with plenty of gun flashes to fire at, the battle was joined in earnest. The Japanese launched torpedoes from every ship but were quickly smothered by the American shells.
Myoko was first to be crippled, then Sendai and, one by one, the destroyers. The return fire was less effective, causing minor damage to Denver, Ausburne, and Foote.
Tomiachi ordered a withdrawal only 5 minutes after launching torpedoes and ordered all ships to make smoke. But it was too late. The Americans had full acquisition by radar and, at ranges from 5000-9000 yards, simply smothered the Japanese fleet. Deftly turning into the torpedo salvoes only Ausburne was hit out of the nearly 70 Long Lances launched, and that hit proved to be a dud.
Every Imperial ship was sunk with only Cleveland and Foote being damaged enough to be forced to leave the landing area the next day.
With no confusion, unerring radar, and perfect execution, the Americans in the game won an overwhelming victory denied the actual Americans 75 years before. No matter, historically the Japanese had been bloodied sufficiently that they never again made a significant sortie in the Solomons.
Game was played using 1:2400 ships and Sbase3 computer-assisted rules.
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Diatribes are simply often humorous recountings of the games played by the Long Island Irregulars. We play with toy soldiers and are unabashedly happy to have never lost this part of our childhoods..