Okinawa was the most difficult game of the four to hammer into the Island War system. In the process, it went through a considerable variety of configurations [the final version of which captures the flavor of the struggle, while preserving the ease of play which the Standard Rules provide].
Okinawa was a decidedly different type of operation from all the other Pacific battles that had gone before it. The size and terrain of the island, as well as the concentration of Japanese troops and equipment, coupled with the almost unbelievably elaborate defensive networks, combined to make Okinawa the most formidable endeavor of the Pacific war for the U.S. This perspective of the battle is most often obscured because Okinawa came at the end of the war, at a time when U.S. might seemed invincible and the Japanese seemed already defeated. It need only be pointed out that by bringing all available firepower to bear, the conquest of southern Okinawa, an objective that was planned to be achieved in 40 days by two divisions, required 83 days and six divisions, plus reinforcements. Okinawa cost the U.S. 65,000 casualties, including 12,281 dead.
On Okinawa, the Japanese had hoped to make the price of victory so high that the U.S. would consider a negotiated peace rather than an invasion of Japan. ln a sense, the plan worked. All of the predictions about the devastating losses expected from an invasion of Japan were based primarily on the experience at Okinawa. Unfortunately rather than a negotiated peace, Okinawa sealed the decision to drop the atomic bomb. Thus, the Victory Points in the Scenarios are designed around the basic Japanese goals of holding on as long as possible and inflicting maximum U.S. casualties.
The game map depicts only the southern quarter of the island. The Japanese elected to allow the U.S. troops to come ashore unmolested and overrun the northern 3/4of the island. The actual battle for Okinawa did not begin until the U.S. troops first approached the outer Shun defenses, as depicted in the First Scenario.
There is one Special Rule that deserves comment. The prohibition against the U.S. Player using barrage attacks against the Japanese in Rough terrain was designed to show the total ineffectiveness of U.S. artillery during the campaign. In one case, six battleships and twenty-seven battalions of artillery fired over 19,000 rounds for a thirty minute period prior to an infantry assault. This barrage inflicted less than 190 casualties and the attack was completely repulsed with heavy casualties, while the Japanese remained virtually intact.
Okinawa saw the first large deployment of U.S. armor in the Pacific, including the first major use of armored flame throwers. The armor was almost totally committed in tank-infantry teams, rather than in segregated formations. Thus, the U.S. Attack Strengths have been increased to reflect the organic armor. Likewise, the Japanese employed their 47mm anti-tank guns with great effectiveness against the armor, and the Defense Strengths of certain Japanese units were increased to reflect this capability. The Japanese Order of Battle is fairly complete, as good records are available. Some small units that were canabalized for replacements during the battle have been intentionally omitted.
Finally, the limitations on additional U.S. invasions in southern Okinawa are the result of logistical constraints. There was a general reluctance at all levels of command to risk another 'Anzio'.
Copyright © 2008, Decision Games, Bakersfield U.S.A. and Decision Games, Fortrose, U.K.