GREAT WHITE FLEET OPERATIONAL SCENARIO
by
Alan R. Arvold and Michael P. Flagiello
On 19 December 1907, 16 American battleships participated in
an unprecedented world cruise, today commonly referred to as the
"Great White Fleet" (so named due to the ships being painted in
"white and spar" as was common in peacetime). Lasting until 22
February 1909, the cruise deterred hostile actions towards the
United States, most notably those of Japan, raised American
prestige as a global naval power, and impressed upon Congress the
importance of a strong navy and a thriving merchant marine fleet.
It was in fact a dramatic gesture made by then President Theodore
Roosevelt as signal evidence of his "Big Stick" foreign policy.
In Japan the general attitude towards the United States was
one of anger. In the Treaty of Portsmouth, which ended the Russo
-Japanese War in 1905, the Japanese achieved their limited war
aims but because they were the winners of the war they felt that
they should have gotten more. As President Roosevelt was the main
negotiator for that treaty the Japanese felt anger towards the
United States in general and him in particular. Then in 1906
California passed a law barring children of Japanese descent from
attending any public school. What started as a local matter was
raised to the level of an international incident by the Japanese
Imperial government and talk of war between Japan and the United
States began to circulate not only in Japan, but also around the
world. But on the Japanese side this was nothing more than saber
rattling as they were in no condition to enter into another war
so soon after the end of the previous one. (Their economy was
still recovering from the Russo-Japanese War and the Imperial
government was still paying off the huge foreign debt it had
accumulated during the war.) So when the Great White Fleet began
its cruise, the Japanese rightly discerned that they were going
to be visited by it, even before the United States announced that
the fleet would make a stop in Japan. Faced with the prospect of
either having to back up their war talk or back down, the
Imperial government wisely decided to back down. When the Great
White Fleet arrived at Yokohama in October of 1908, the Japanese
staged a three day celebration in honor of their arrival. This
served to ease tensions between the two countries and war was
averted. To be doubly safe, the Japanese sent their navy into
the Sea of Japan on extended fleet maneuvers and to "keep an eye
on the Russians" so they would not interfere with the Great White
Fleet's visit. But this was mere subterfuge to keep the fleet
away from the Americans so that some of the more war mongering
leaders in the Navy could not create an "incident" that would
trigger a war with them.
To make a scenario about the Great White Fleet's visit to
Japan, one must change history a little. Here history follows its
normal course except that the Japanese Imperial government does
not send its fleet into the Sea of Japan, but instead just has it
remain in port. The Japanese naval leadership does not accept
this course of action and on their own initiative orders the
fleet out to intercept the Americans and escort them safely to
Yokohama if their intentions are peaceful or deal with them
directly if their intentions are warlike. Of course the
commanders of the actual Japanese fleets going out are the more
war mongering ones of the bunch and it is their intentions that
the Great White Fleet does not make it to Yokohama. On the US
side the commander of the Great White Fleet is no fool, and while
his primary mission is to get the fleet to Yokohama and in the
process preserve the peace, if the Japanese want to give a war
then he is to give it back to them with both barrels.
(Historically the Great White Fleet spent eight days at their
previous stopover in the Philippines getting ready for a possible
confrontation with the Japanese fleet. This included two days of
intensive gunnery practice, three days of intense maintenance and
repair, and three days of fully loading up on coal and supplies.)
Operational Scenario 21
War or Peace?
12 October, 1908
Maps: Use the operational map from 1904.
Rules: Being a Pre-Dreadnought era scenario, the special rules
from 1904 are used. Exception: Special Rule 19.0 Effectiveness,
is not used in this scenario.
Playing Pieces: This scenario requires the playing pieces from
1898 and US NAVY PLAN BLACK for the Americans and from 1904,
GREAT WHITE FLEET, and CRUISER WARFARE for the Japanese.
Fleets: The Japanese uses the fleet pieces from 1904 and the
Americans use the fleet pieces from 1898.
Hit Record Sheets: The American uses the sheets from 1898 and US
NAVY PLAN BLACK. The Japanese uses sheets from 1904 for most of
his ships. The Japanese Russian prize ships use the sheet from
GREAT WHITE FLEET. Japanese ships BC07, BC08, B09, and B10 use
the sheets from CRUISER WARFARE.
Time Frame: 90 turns. The American player may choose the turn on
which play begins.
Starting Weather Condition: 1 (Clear)
Japanese (Central Powers) Forces
At Sasebo (Z17)
Leader Togo
B02 Fuji
B03 Shikshima
B05 Asashi
B06 Mikasa
AC01 Asama
AC02 Takiwa
AC03 Yakumo
AC04 Adzama
AC05 Idaumo
AC06 Iwate
AC07 Kasugo
AC08 Nisshin
AC09 Aso
C09 Chitose
C10 Kasagi
C11 Tsushima
C12 Niitaka
C13 Otawa
C19 Tatsuta
C22 Tsugara
31 x Type 21 TB
At Kobe (AC26)
B11 Iwami
B12 Sagami
B13 Suo
B14 Hizen
B15 Tango
B16 Iki
CD01 Chin Yen
CD03 Mishima
CD04 Okinoshime
C17 Hashidate
C18 Matsushima
20 x Ikuzuchi Class DD
At Yokosuka (AG33)
B07 Kashima
B08 Katori
B09 Satsuma
B10 Aki
BC07 Tsukuba
BC08 Ikoma
13 x Hayabusa Class DD
American (Allied) Forces
At Sea Zone M29
B5 Kearsage
B6 Kentucky
B7 Illinois
B9 Wisconsin
B11 Missouri
B12 Ohio
B13 Virginia
B14 Nebraska
B15 Georgia
B16 New Jersey
B17 Rhode Island
B18 Connecticut
B19 Louisiana
B20 Vermont
B21 Kansas
B22 Minnesota
5 x Slow Transport
Special Rules
Ports: The American player may use Shanghai. The Japanese player
may use all Korean and Japanese ports, plus Port Arthur and
Dalny. All other ports on the map are considered to be neutral
and may not be used by either player. All ports have unlimited
refueling capability except the following: Dalny, and all Korean
ports may each only refuel five fuel boxes per turn.
Port Destruction: Any port bombarded by at least four battleships
(two armored cruisers count as one battleship) may not be used
for refueling for the remainder of the scenario. The Japanese may
not bombard Shanghai. (Being an international port, the Japanese
would not want to risk intervention from third party nations who
would not take kindly to Shanghai being bombarded.)
Fuel Use: Mark off two fuel boxes on each American ship. In
addition, each American ship is considered to have expended fuel
for five more sea zones towards its next fuel box.
Russian Prizes: The Imperial Japanese Navy refitted most of the
warships captured during the Russo-Japanese War and put them into
service. By October 1908, the coastal defense ships Mishima and
Okinoshima, the battleships Iwami, Sagami, Suo, Hizen, and Iki,
and the armored cruiser Aso had joined the fleet. These were
ready by the time the American Great White Fleet showed up in
Japanese waters. The other prizes took longer to repair, but the
fear of an American attack would have hurried them to completion.
Thus the battleship Tango and the cruiser Tsugaru, which
historically joined the fleet in 1909 and 1910 respectively,
appear in this scenario as well. Although most of the prizes
ended up as training ships, again the fear of American attack has
forced them to be used as front line units.
Initial American Course: The American force operates as one fleet
at the beginning of the game. It must plot out a course to
Yokohama (Sea Zone AG34). The course may be as long and devious
as the American player desires, given the limitations of his
ships' supplies of coal. Once the American fleet has made contact
and has been fired on by a Japanese fleet, the American fleet may
then break up into smaller fleets and each new fleet may be given
new mission.
New American Missions: Once fired upon the American fleet may
plot a new mission or missions if it breaks up, starting on the
next turn. The missions that may be plotted are Raid, Intercept,
or Abort. A Raiding fleet may have any number of ships and does
not require a leader. (The Great White Fleet had four Rear
Admirals in it so leadership was not a problem.) Because the
American ships were equipped with wireless communications,
Raiding and Intercept fleets plot their movement as in the
Standard Rules.
American Slow Transports: The five American slow transports were
not troop transports but were in fact support ships (two stores
ships, one repair ship, one hospital ship, and one commander's
yacht to be exact). Should the Japanese sink any of these ships
they only receive the standard point value for sinking merchant
ships for them. One of the stores ship carried a small emergency
supply of coal should one the other ships run out of fuel. (The
American player must secretly designate which troop transport
this is.) If an American ship runs out of fuel and the designated
troop transport is in the same Sea Zone, that American ship may
have enough fuel boxes restored so that if may move to the
nearest friendly port by the shortest possible route, providing
both ships spend the entire turn in that same Sea Zone and the
mission Coal has been plotted on the log sheet for that fleet.
This may only happen once in a game.
American Merchant Raiding: For every merchant ship that an
American raiding fleet sinks, the American player may restore two
fuel boxes, no more than one per ship per turn, in his raiding
fleet. (What is happening is that the Americans are stopping
Japanese merchant ships, capturing them, then stripping them of
what coal they have before sinking them. The merchant ship crews
are left to drift in their lifeboats.)
Contact: When a Japanese fleet makes contact with the American
fleet on the operational map, the Japanese player must announce
whether he intends to fire at the Americans. If he does, then
play immediately goes to the tactical board and the battle is
fought out. If he chooses not to fire at Americans then there is
no battle and play continues on the operational map (the Japanese
are choosing to shadow the Americans and may plot Pursue on the
log sheet for that fleet). This is done each turn that the
Japanese make contact. Once the Japanese have chosen to fire upon
the Americans then the non-firing option becomes null and void
and all further contacts result in battle for the rest of the
game. No Japanese fleet may fire at the American fleet in Sea
Zone AG34.
Japanese Yokosuka Fleet: The Japanese fleet at Yokosuka (Sea Zone
AG33) remains at base through out the game until it is released.
It is released when the American fleet has been first fired on by
another Japanese fleet. It is not released if the Japanese make
contact and choose not to fire. If the American fleet passes
through the Yokosuka sea zone and has not yet been fired on, then
if the Japanese fleet at the base there makes contact, it must
choose the non-firing option and thus no battle will result. (The
Japanese commander of this fleet was very loyal to the Emperor
and was in favor of keeping the peace and thus would not
instigate any action against the Americans on his own. However if
fighting had already broken out between the Americans and
Japanese, he would not hesitate to bring his fleet out to defend
his country and the Emperor.)
Victory Conditions: If the American fleet reaches Yokohama (Sea
Zone AG34) and has not been fired upon by the Japanese during the
entire game, then the American player has gained an Automatic
Victory. (The peace has been maintained, no war will result.) If
the American fleet has been fired upon, then the above Victory
Condition becomes void and victory is determined by the greatest
number of Victory Points in the game. In addition to the standard
VPs awarded for sunken warships and merchant ships and for the
Scenario VPs awarded in the 1904 Special Rules (page 3) to both
sides, the Americans receive 1 VP for each Japanese Coastal Zone
and 2 VPs for each Japanese (not Korean) Port that is bombarded
by at least two battleships. (Still need four battleships to
knock out a port's refueling capability.) The player with the
most Victory Points at the end of the game is the winner.