(Photo above) Australian troops at Milne Bay
As of 9/29/15 I am working on a multi-day scenario of the pivotal battle of Milne Bay in New Guinea during August-September 1942 between the Japanese and the Australians (mostly; a few US troops also). This was the first battle where the Japanese were stopped and thrown back from their strategic advance. After that, the Allies only advanced ending up with VJ day.
I found this as an old CD2 scenario (from Courier #62) and decided that it would take fewer troops to try it out in GB first. I am getting into redrawing the maps (plural because there’s a strategic phase where Allied air power can impact the seabourne arrival of the Japanese invaders). It’s a relatively small battle with about 20 companies on either side mostly infantry. Because of the heavy jungle it may not be a free-wheeling game of movement but this lends itself to hidden movement. Japanese should be allowed to land reinforcements anywhere along the extensive coast, which would complicates the Allied defense.
Japanese Type 95 Tank
I have not gotten around to buying the troops I need for the scenario yet and it’s been over a year since I started working on this. So in case you are more productive, I am posting here the progress I have made to date: a spreadsheet of a MilneBayOB for both Command Decision (platoon per stand scale) and Great Battles of WWII OB (company per stand scale).
Here is a reworked campaign article (PDF), MilneBayCampaignCD.1, from an old version of CD but unfortunately, I only have a CDII scale hex map (colorized; the original article was in black & white) in 1 kilometer hexes which would be a hex width of about 4-6″ in GBoWWII (which does not have a precise scale). To refight this whole battle in CD would require multiple game days. GBoWWII’s is oriented to playing two or more days in a single game session so it may be finishable in one game day.