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Published in the United Kingdom by Reisswitz Press Ltd © 2024 Email: sales@toofatlardies.co.uk Web: http://toofatlardies.co.uk Design & Layout by Studio Lard Front Cover illustration by Richard Clarke and Studio Lard All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form, or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publisher and copyright holder. Peter Richard Clarke has asserted the moral right to be identified as the author of this work ©Reisswitz Press 2024
inumiJCTlON The simultaneous Japanese attack on the forces of the United States and Great Britain on the 7th of December 1941 saw the expansion of the Second World War beyond Europe and North Africa to assume a truly global nature, as Japan struck out in numerous coordinated attacks in an attempt to create a vast Empire in a matter of months. The Japanese "Blitzkrieg", driven more by bicycle than tank, saw troops hardened by years of conflict in China come up against opponents who were unprepared for war. The United States was a neutral power whilst Great Britain was fully engaged in a war for survival in Europe which had seen the defences of her Far Eastern possessions stripped and the Dominions called upon to commit their best troops to North Africa in support of the mother country. This war in the Far East was to be fought across a vast range of territories and in a wide variety of terrain but always against a resilient and tough opponent who was equally adept in both defence and attack. This handbook for Chain of Command has been created to provide a comprehensive guide to gaming the actions that took place in the Far East between 1941 and 1945. It focuses predominantly on the British sphere of influence and, as a result, the US and Chinese forces deployed in what they would call the China-Burma-India theatre are absent. Details of these forces will follow in the subsequent handbook covering the Pacific War. There are some anomalies here. The bulk of the Australian forces will be covered in the Pacific War handbook, but those serving in Malaya and on Java are covered here. Amphibious landing operations will be covered in the Pacific War handbook as those were very much a feature of those island hopping campaigns and, whilst the Japanese did make notable landings on the Malayan peninsular, in the Dutch East Indies and on Hong Kong Island, these were not the sophisticated operations that were developed and perfected by the US forces and their allies elsewhere. This handbook contains much in the way of rule amendments and additions to reflect the nuances of the different terrain that was encountered in the Far East. First and foremost are the jungle warfare rules which cover fighting in this hot, humid and very green tropical area of the globe. I am greatly indebted to Len Tracey in Australia who has provided us with the benefit of his knowledge gained while serving in the region and then as Officer Commanding the Australian Army Jungle Warfare School. His advice has been invaluable and hugely informative and it has been a great pleasure to cooperate with him on this project. However, our priority has been to create rules for jungle warfare that are both gameable and enjoyable, so any failings in achieving this objective are mine alone. This handbook contains extensive army lists for Great Britain, her Dominions and Empire, the forces of the Netherlands East Indies and Japan. These are designed to provide the gamer with a choice of core forces along with an appropriate list of support options. In most cases units will have access to more than one support list. For example, an Indian Infantry platoon may have access to support from an 1
allied unit such as the Burma Rifles or Hong Kong Volunteer Defence Corps. This depends on where, and at what point in the war, they are fighting. The gamer should be guided by historical precedent When it comes to list production, we have once again taken a pragmatic approach, representing the main troop types which fought and the support weapons they were most likely to be able to call upon. There will be cases of troops fighting alongside each other which are not covered here. There are countless examples of local initiatives creating short-term marriages between different units and these offer interesting local variations. However, we have avoided incorporating these exceptions into the rules by adding such choices to a general list. Such anomalies are ideal candidates for inclusion in a Pint Sized Campaign! Also included are the national characteristics for the various forces combined with some of the concepts introduced in the Blitzkrieg 1940 Handbook, such as variable Force Morale ratings and the Red Dice to reflect command dynamism. This Handbook goes further with the addition of Jungle-craft ratings so as to best reflect the skills, or lack of them, of the forces we are representing. We also see the introduction of Japanese "Ruses"; their very own version of the 'Shabby Nazi Tricks' we saw in the 1940 Blitzkrieg Handbook. Unlike the rather comedic Nazi version based on some historical but rather unsophisticated attempts at subterfuge, there is nothing funny about these ruses! The Japanese were masters of disorientating their opponents and of creating plans which involved guile as well as brute force. We have been sure to reflect this here. In some cases the reader will note that some fl support choices are, occasionally, less costly for some units than others. This is not an error but rather reflects the availability of that support option for that particular unit. What we do not include in this handbook are the guerrilla groups who fought behind enemy lines or the Japanese locally-organised counter- insurgency forces. These forces are so diverse as to be unique in each case, but also better suited to a work dedicated to partisan warfare. Additionally, some locally raised units which tended to operate in a support or guide role are, from necessity, subsumed within the term "Local Guides". This is undoubtedly unfair on these irregulars who provided valiant and effective service and deserve to be remembered. However, with space at a premium, we have chosen to represent the troops which were engaged in front line fighting as formally organised military units. We hope you enjoy this handbook. It opens the door onto a vast array of gaming opportunities in one book. It has been a colossal project to undertake and has taken nearly as long to complete as the war itself, but has resulted in us getting to play some remarkable games and experience a type of warfare unseen elsewhere. Richard Clarke Lard Island, 2024. 2
CONTEXTS Page 1 Introduction Page 4 War in the Far East and Pacific Page 11 Rules Additions Page 21 Far East Rules Additions Page 23 Jungle Warfare Page 24 Far East Terrain Credits Figures shown in the book are from AB Miniatures, The Assault Group, Brigade Miniatures, CMK Kits, May 1940 Miniatures, Perry Miniatures, Studio Historia Miniatures, Wargames Foundry, Warlord Games and Westwind Miniatures. Huge thanks go to the truly skilled masters of the brush who contributed, especially Kristian from Painting Panzers and Georgios Galazoulas, Raphael Moutal and Andreas Panagopoulos at Studio Historia. The less skilfully executed painting comes from my own figure collection which contains a large number of varied units but sadly not as well painted. Page 34 Using the Lists Page 38 The British Empire Page 77 The Dutch East Indies Page 89 The Japanese Empire Page 116 Far East Scenarios 3
WAR NffHE FAR EAST fe PACIFIC In December of 1941 the Japanese Empire famously launched an attack on the US Naval base at Pearl Harbour. Within hours they had simultaneously invaded the British colonies of Hong Kong, Malaya and Borneo, as well as the US held Philippines and Pacific territories of Guam and Wake Island. Soon, the Far Eastern territories of the Netherlands were also to experience this tsunami of Japanese expansionism which saw the theatre of war stretch to cover a vast area of the Pacific Ocean and the Far East, from the north of Australia to the eastern borders of India. Japan's entry into the Second World War was a continuation of over ten years of conflict, beginning with its invasion and annexation of the Chinese province of Manchuria in 1931. In 1937 Japan declared war on China, a move which resulted in the imposition of severe sanctions by the United States and the United Kingdom, largely removing access to the resources which Japan needed to maintain its industry and prosecute the war. It was, therefore, on the issue of resources that the decision to go to war simultaneously with the world's two greatest powers was taken. Faced with the reality of economic collapse, the Japanese government was under no illusion about the audacity of their plans. However, if the United States Pacific fleet could be neutralised whilst Britain was fighting a war for her very survival in Europe and North Africa, it was just possible that a speedy campaign of expansion would secure sufficient territory and resources to make Japan self-reliant and unassailable. Or so the Japanese planners projected. In truth, Japan was embarking on a colossal gamble which needed a big early win in order to have any hope of success. Vice Admiral Isoroku Yamamoto was prescient in his remarks that "We can run wild for six months or maybe a year, but after that, I have utterly no confidence". However, for the Japanese this reflected the realities of their planning. The strategic objective was to take and hold vast swathes of territory in the initial six months, seizing the natural resources that were scattered around the Pacific rim. They would then dig-in and defend against all attempts to evict them. It was a desperate plan which relied on their opponent's inability to respond, either due to the destruction of their fleet or simply being otherwise engaged elsewhere. In September 1940, Japan signed the Tripartite Pact which saw it join the Axis Powers. Whilst Nazi Germany was so geographically remote it could give no real assistance to Japan, there can be no doubt that Germany and Italy were drawing away resources from the Far East which were weakening the British and leaving their many scattered possessions almost entirely undefended. Almost immediately the Japanese made their first move, occupying French Indo-China, cutting off one of the supply lines to China and gaining access to the rubber, rice and coal that the French produced. It was a blueprint for future operations; the opportunity to isolate China, always their main military target, whilst enhancing their access to industrial resources. 4
Anticipated as it might have been, the Japanese main blow, delivered in December 1941, came as a shock in terms of its ferocity and its diversity of objectives. The strike against the US Pacific Fleet at Pearl Harbour needs no introduction. Simultaneously, Japanese forces invaded Hong Kong and Malaya. A week later they crossed into British Burma. Initial successes were startling. The Japanese developed infiltration tactics, using the dense jungle terrain as a safe route by which to move unobserved before blocking key arterial roads and denying their use to their supposedly more modern but entirely vehicle reliant, opponents. In his memoirs Field Marshall William Slim stated: "The Japanese ability to move through jungle more freely than we could, added to our road-bound mechanical transport system, gave them every advantage." In truth, the Japanese had made an advantage out of a necessity. Whilst Japan had modernised and industrialised in the late 19th century, a lack of material resources ensured that their main infantry formations still moved almost exclusively on foot. This contrasted with the modern western armies for whom the motor vehicle was plentiful but which saw them entirely reliant on good quality roads; something in short supply outside the main areas of habitation. Using routes unconsidered by their road-bound enemies, the Japanese simply went around the main allied defences and blocked their lines of communication. Thus encircled, their opponents were obliged to attempt to fight their way out in 5
order to avoid isolation and destruction. Where successful, such actions were costly in terms of manpower and usually only achieved at the expense of abandoning material and equipment. This windfall allowed the Japanese Army to live off captured "Churchill supplies" rather than relying on their own limited and over-stretched system of logistics. The fall of Malaya and Singapore was the greatest example of Japanese success against an opponent struggling to find an answer to what appeared to be radical new tactics. In Malaya, the surprise achieved by the Japanese operating in jungle terrain and whilst they and some other units performed well, their numbers were too few. The majority of the Indian troops committed to Malaya were under-trained and poorly led due to the fast and unsustainable expansion of the Indian Army. They were thrown into action without a full complement of weapons and often with officers who had only limited knowledge of the language of their subordinates. Considering these factors, it is unsuprising that they buckled under pressure. Yet even as Singapore fell, the British and Indian Armies sought to learn lessons from their defeat. attack was total and the beach defences, there supposedly to mop up Japanese survivors after the Royal Navy defeated the invasion force at sea, were overwhelmed when the loss of HMS Prince of Wales and HMS Repulse to Japanese torpedo bombers on the 10th of December left the colony defenceless against a major invasion. The campaign in Malaya was epitomised by continual British amazement at the ability of the Japanese to out-manoeuvre them at almost every turn. The Japanese were, it was presumed, on foot, whereas both the British and Indian armies were fully motorised and supposedly the most modern armies in the world in that respect. How could this be possible? Only very few British units, such as the 2nd Argyll & Sutherland Highlanders, had trained for 6
Several key men, including the officer commanding the Argylls, were snatched to safety by the Royal Navy in order to help develop a response to this seemingly unstoppable foe. It was to be the start of a long learning journey. The fall of the Netherlands East Indies saw an equally rapid collapse of the colonial power as had been seen in Malaya. The Dutch in the Far East were unique in their misfortune of being an orphaned colonial outpost of a parent nation occupied by Nazi Germany and, as a consequence, beyond hope of any assistance. Made up of an extensive archipelago of islands stretching over 3000 miles from East to West, it was almost impossible to defend. Dutch forces were overwhelmed by Japanese attackers who had the advantage of being able to strike where they chose, as opposed to the obligation of the colonial administration to attempt to defend at all points. Unlike the British, who could hope for assistance, however unlikely, the Dutch forces were without hope and this undoubtedly affected their morale. The key administration centres fell like dominos over a period of four months. The Japanese conquest of Burma in 1942 appears, superficially, to be a repeat of the disaster of Malaya. However, whilst the British continued to be outmanoeuvred, an intact line of communication back to India did allow the bulk of the forces deployed there to escape destruction or the ignominy of surrender. Indian Army units that began the campaign in as parlous a state of training and equipment as their fellow countrymen who fell into captivity in Singapore were at least able to fight their way back to safety and, in doing so, were able to gain experience that provided the foundation of the new Army built by the British once they successfully crossed the Chindwin River and the Naga Hills to reach the safety of India's 7
eastern provinces. There they were able to reflect on the experience and knowledge gained in nearly six months of continuous combat. Despite reverses, important lessons were being learned. For the British, the frustrating 1943 campaign in the Arakan reinforced the need for quality rather than quantity when it came to troops and training. Since 1939 the Indian Army had expanded rapidly but the demand for troops to be committed to action before they were fully trained led one report to describe them as "little better than an armed mob". Restructuring and abandoning the lorry for the mule was the simple part. If British and Indian troops were to take on the Japanese with any hope of success, they needed to be trained to operate in jungle terrain. The Australians, fighting in the jungles of Papua and New Guinea, led the way in developing an effective response, defeating the Japanese on the Kokoda track, at Buna and Gona and at Milne Bay. Selected officers were brought to India to lecture on their experience; teaching the importance of infiltration tactics that had made the Japanese so successful but which could equally be used against them. New tactics were developed and a proper system of training was introduced at all levels. This was to see the Indian Army revitalised in late 1943 and early 1944. Operations undertaken by the Chindits were of arguable military value and highly costly in terms of losses of both men and material. However their rather over-stated "success" in 1943 played a key part in giving British and Indian troops confidence that the Japanese could be defeated. More importantly by far was the fact that the Chindit columns operating deep in Japanese held territory played a major part in the learning process that saw the western allies fully recognise the power of the aircraft, and the Douglas C-47 in particular, to supply isolated forces. No longer were troops whose line of communication was cut on the ground obliged to withdraw. They could stand firm in the knowledge that supplies would come by air. Drawing on experiences in North Africa, the concept of the defensive "box" was developed, initially as a mechanism for self-preservation and later as part of an aggressive "bite and hold" strategy. Despite such advances in Allied tactics, the Japanese were largely dismissive of their British and Indian opponents. They too had learned from the Chindit operations which had shown them that the Chindwin and the Naga Hills were not the impenetrable barrier they had assumed and, believing that they could repeat their successes of 1942, the Japanese were determined to cross into India to secure the plains around Imphal and Kohima. From there they could unleash the renegade Indian National Army into India itself to raise the standard for Indian independence from British rule. Operating at the end of a very long supply chain, the Japanese planning was dependent on capturing supplies from the British in order to feed their forces. Their advance into India in 1944 was typical of the long-odds gambles that had produced such big dividends in 1942. This time they were to meet a very different opponent. As a replacement for the colonial powers the Japanese had, like the Germans in occupied Europe, stripped the territories they controlled of anything that the military could use. Resources such as oil and rubber were strategically important but, on a day to day basis, food was the primary concern of Japanese troops on the ground. Their relentless pursuit of edible supplies did little to enamour them to the local population. The Japanese attempts to present themselves as liberators were belied by their relentless harrying of the civilian population. Promised freedoms and benefits from the much-heralded Greater East Asia Co-Prosperity Sphere failed to appear and 8
those who had initially welcomed the Japanese as liberators found themselves, predictably, disappointed. In many cases they worked with their erstwhile colonisers in order to provide active resistance against the invaders. The biggest disappointment for the Japanese was their failure to persuade the population of India that their perceived road to independence and self-determination was in any way linked to Japanese military successes. This despite the protestations of men such as Subhas Chandra Bose, the former Indian National Congress member who had courted Hitler and Mussolini before persuading the Japanese to form the Indian National Army from troops captured at Singapore. The 50,000 men of the INA paled into insignificance when contrasted with the 2.5 million men of the Indian Army who played a key role in stopping Japanese expansion and then, eventually, defeating it. The War in the Far East theatre is one of vast distances and diverse theatres. As with their overall plan, the Japanese were opportunistic in the development of their initial strategy. Where they saw rapid successes, they were happy to keep applying pressure, even where further advances flagrantly exceeded their initial objectives and their ability to successfully supply and defend the additional territory captured. In many respects, this desire for further expansion, often generated by local commanders seeking glory, was their ultimate undoing. With early successes against poorly organised and often partially trained troops, the Japanese failed to recognise the qualitative improvement as their enemies, trained and equipped using the vast industrial power of the United States and the manpower of British India. The war in the Far East differed considerably from the more static, attritional war in the Pacific. There, the finite space available combined with limited resupply ability, meant that the Japanese developed a defensive operational policy based on defending well-developed static defences and causing unacceptable and disproportionate losses to the attacker. In the Far East, the larger battlefield meant that the Japanese retained their belief in the offensive war of manoeuvre that had served them so well in 1941 and 1942. They were to continue aggressive offensives right up to the point where they destroyed themselves and disintegrated as a viable military force under skilfully applied British pressure. An insistence on re-attempting the tactics that had succeeded in 1942 as late as 1944 saw the Japanese lose vast numbers of men, troops who were key to the original plan of defending the ground won in early battles, in order to force their opponents into 9
a politically unacceptable war of attrition. This led one British commentator to describe the Japanese as "first rate soldiers in a third-rate army". It was the arrogance of local Japanese commanders in Burma in 1944 that saw the official policy of defence and attrition put aside and a fresh offensive to invade India planned and undertaken. This offensive was quite literally the last throw of the dice for the Japanese in the Burma-India theatre. It is true that had the Japanese broken through the Indian Army at Imphal and Kohima they could have entered India itself and the renegades of the Indian National Army could have been let loose as rabble- rousers among the local population. However, the provinces of Manipur and Nagaland are remote and it was over 500 miles on poor roads to Calcutta. The chances of success were so remote as to be invisible. Furthermore, the Indian Army was now tactically vastly more competent than it had been in 1941. The concept of the "box" as a tool for defence was now extended to the offensive. Fast moving columns would seize key locations and create a secure all-round defensive position that could hold out with almost unlimited air supply. The Japanese, wedded as they were to the doctrine of the offensive, behaved as British High Command predicted and dashed their forces to near-oblivion on these positions. The losses incurred around Imphal and Kohima were so devastating that when the Japanese eventually withdrew south across the mountains to the Chindwin they were weakened to the extent that the Indian 14th Army was able to reconquer Burma in a single aggressive and dynamic campaign in 1945. At all points, Japan had underestimated her opponents. At the outset, the idea that they could inflict defeats on the United States and Great Britain that would mean they were left in possession of a new Empire was wishful thinking. When tested, the resilience and political will-power of the democracies was unbreakable. This was also the case with the British Dominions of Australia and New Zealand and, most significant of all in the Far East, British India. All stood together to defeat fascism in all of its embodiments. 10
HUH ADDITIONS This Handbook is designed to be used with main Chain of Command rule book and the rules therein. However, we also introduce some changes here in order to best reflect the campaigns in the Far East. Listed here are the amendments to the main rules which can be applied to any period. This is followed by additions to the main rules which are specific to this Handbook. These are followed by the Green section on Jungle Warfare which focusses on the terrain encountered and its effects. Finally, at the start of the Army lists we have rules for training and experience in jungle warfare. Rule Amendments The following rule Amendments are used with this Handbook, changing the rules as written in the main rule book. Chain of Command Points For the first time, this Handbook introduces the idea of spending Chain of Command Points to trigger events or effects. In the main rules, spending whole Chain of Command Dice was done to end a Turn, or ambush an opponent or similar. In this Handbook individual Chain of Command Points may be spent in the same way, reducing the number of Points on the Chain of Command Dice rather than having to wait for, or use, a full dice. When this may be done is covered in the relevant rules sectons but this mechanism allows us to fine-tune certain areas, such as troop quality. Force Morale In the main rules, when Force Morale is reduced to 2, a Jump-Off Point is removed from the table. This is no longer the case. Now, when Force Morale drops to the point on the Force Morale Track identified by the letter 'J', the player must immediately move one Section or Team of their choice to move into contact with the friendly Jump-Off Point closest to them. This happens immediately with no rolls for movement and is not an Action or activation. The unit selected must be able to trace a line to the Jump-Off Point which does not come within 4" of an enemy unit. This does not have to be a straight line but if it is unable to do this, a different unit must be chosen. If no unit is able to withdraw, one unit of the enemy's choice will surrender. The nearest enemy unit must provide one guard for every five prisoners. Both the prisoners and the guards are immediately removed from the table. No Force Morale roll is made for this retreat or any resulting surrender. 11
Force Morale Track This Handbook uses a system of variable Force Morale to allow us to better represent the highly variable troop quality encountered in the campaigns in the Far East. Each Platoon list will show a Force Morale Track which looks like this: Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J The Track above represents a platoon with a Force Morale structure identical to the one listed in the main rules for Regular troops. The top row shows the unit's current Force Morale. The middle row shows the point at which the number of Command Dice are reduced. Finally the bottom row shows any other effects. Here the letter 'J' indicates when a unit is obliged to withdraw to a Jump-Off Point. By tailoring this Track to each unit, we can better reflect their strengths and weaknesses. For example, the following Force Morale Track is for a typical Green Infantry force. Force Morale 1 2 3 4 5 6+ Command Dice 1 2 2 3 3 4 Special J This Green force (but not necessary all Green forces) starts with just four Command Dice. This falls to three dice when its Force Morale drops to 4 and its 'J' Rating is also 4. It will have just two Command Dice when reduced to a Force Morale of 3 and, finally, one command Dice when its Force Morale falls to 1. Green Troops The introduction of the variable Force Morale tracker and the 'J' Rating allow us to represent Green Troops in a more effective manner than that in the main rules. Green Troops should now be targeted in the same way as Regular Troops with the roll to hit being the same as for Regular Troops. When Green Troops fire, they reduce the number of dice rolled by one for each point of Shock on the Unit. Unreliable Allies This Handbook allows some units to select support options from allied contingents as Unreliable Allies. For example, Australians of Blackforce operating on Java may select Dutch support options. Where this is possible it is clearly noted on each Army list. These troops count as unreliable allies, not due to any cowardice or lack of commitment, but because they are operating as part of a different command structure and may be called away with fresh orders at any point. At the end of each Turn, the player will check for each allied unit selected as a support option. Roll a D6 for each unit. On a roll of 3 to 6, the unit remains in the fight for the next turn. On a roll of 1 or 2, the unit is called away, and removed from play immediately. No Force Morale roll will be made for a Unit of Unreliable Allies that leaves the table in this manner at the end of a Turn. The player may choose to avoid testing for Unreliable Allies by playing a full Chain of Command dice at the end of a Turn. 12
Lines of Communication In theatres where access to good roads was limited, Lines of Communication were very important. In this Handbook we introduce Lines of Communication Markers which serve as an objective for your opponent, similar to a Jump Off Point but with greater importance. They are used by forces for whom maintaining communications is of primary importance. Whether a force requires a Line of Communi- cation Marker or not is determined by their level of Jungle-craft See page 36. The Line of Communication must be placed on the player's friendly table edge, indicating the point through which their communications to the rear run. If a road is present on that edge, the Marker must be placed on that. If the Line of Communications Marker is captured by an enemy moving on to it, a Force Morale Test is made at the end of each Turn it is in enemy hands, as though a Jump Off Point has been lost, applying a +2 to the dice roll. Hand Grenades are limited resource, with the numbers available listed in the weapon notes for each nation. Hand grenades thrown by troops who are 2" or more higher than their target and in the open (not inside buildings), such as on higher ground or on a roof, will add +2 to their dice roll to hit the target. This allows them to throw grenades up to 14". Troops who are on a downhill and on lower ground than their target will subtract 2 from their dice roll, making their maximum throw 10". A roll of Double 1 always results in a fumble, as per the main rules. Smoke Grenades Smoke grenades are covered in section 9.2.2 of the main rules and section 8.2 states that smoke blocks line of sight completely. Here this is changed so that smoke caused by smoke grenades does not block line of sight, and may be fired through with a -1 penalty on the "to hit" roll. This reflects the fact that a smoke screen caused by grenades is less dense and lasts for less time than that caused by mortars. 13
Snipers firing through smoke generated by smoke grenades also do so with a -1 penalty on the "to hit" roll, hitting on 4 or more. Troops spotting an enemy sniper in concealed position will do so with a -1 adjustment to their spotting roll if their line of sight is obscured by a smoke grenade. Forward Observers ignore the effect of smoke grenades. Inferior Senior Leader To reflect certain doctrinal approaches, we have introduced a new status of Leader, the Inferior Senior Leader. Activating on a Command Dice roll of 4, the Inferior Senior Leader begins the game with just two, rather than the normal three, Command Initiatives. In all other respects, such as Force Morale rolls and Command Range, the Inferior Senior Leader is treated as a Senior Leader. Pinned Troops Pinned troops may not use Overwatch or Covering Fire. A Unit that becomes Pinned while on Overwatch will have the Overwatch removed immediately. They will not be able to return fire using the Overwatch in that Phase. Limited Ammunition Troops with weapons which have limited ammunition, such as grenades, smoke grenades, mortars, flamethrowers, tank canister rounds or similar may use a Chain of Command Dice to allow one additional round of fire once the normal level of ammunition has been expended. Normally, this additional round is a single shot. However, for grenades, this will allow a Leader to use their Command Initiative to throw one additional grenade for each Command Initiative they are using. This must be done in one Phase and may not be done over multiple Phases. Anti-Tank Rifles Anti-tank rifles have unlimited ammunition. The limited ammunition described in section 9.3.1. of the main rules applies specifically to the PIAT in this theatre. Forward Observers Forward Observers operating in the Far East regularly experienced communication problems due to climatic and geographical conditions. As a result only the Forward Observer may control mortar fire on a Command Dice roll of 1. They may not be activated by a Senior Leader and the Senior Leader may not act as a Forward Observer. Mortar fire may only be called on to a point which the Observer Team can see from their location. However, it may be subsequently adjusted to fall out of line of sight providing other friendly troops can see the target. Engineer Sections and Squads When an Engineer Section or Squad is selected, the player may choose which two Teams they wish from the Mine Clearing Team, Demolition Team or Wire-Cutting Team. Flamethrower Teams may only be fielded when selected as a specific support choice, not as part of a section. 14
Rule Additions The following rules are added to cover troop types and troops equipped in a manner not covered in the main rule book. Some of these changes were first listed in the Blitzkrieg 1940 handbook. Red Dice Some well-led units may be given a "Red Dice" at no cost, while others may select the Red Dice as a support option. In both cases, this allows them to have one additional Command Dice of a different colour (which actually can be any colour that differentiates it from the rest of the Command Dice). The player will roll this Red Dice along with their normal Command Dice in every Phase, treating results of 1 to 4 as normal, but ignoring rolls of 5 or 6 on this Red Dice. The Red Dice will be lost when Force Morale falls to a certain point; this varying from unit to unit. A red box on the Force Morale Track shows when this Red Dice is lost and removed from play. For example, with the following Track, the player will lose the Red Dice once their Force Morale drops to 4, at the same time as their normal Command Dice are reduced to four. Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Bicycle Mounted Troops Only troops armed with small-arms may be bicycle mounted. This includes, rifles, SMGs, LMGs and light mortars, grenade dischargers and anti-tank rifles. It does not include support weapons such as tripod mounted machine guns or larger weapons. Bicycle troops may deploy onto the table either mounted or dismounted. They will deploy from Jump-Off Points whether mounted or on foot. When deploying onto the table, bicycle troops may add 3" to the distance from the Jump-Off Point they may deploy. This is whether they deploy mounted on bicycles or not. So, Regular troops deploy up to 9" away. Troops mounted on bicycles will add 1D6 to all normal movement. They may only move mounted in open terrain or hard ground; in all other terrain they may take their bicycles with them but must move as though on foot. Troops dismounting from bicycles may do so at no penalty. Troops mounted on bicycles may not move "at the double" in their first Phase of movement from stationary. They may never adopt a Tactical stance when mounted. Bicycle mounted troops wishing to fire, go on Overwatch or adopt a Tactical stance must first abandon their bicycles. Once abandoned, the bicycle may not be remounted or used in any way for the remainder of the current Turn. Troops wishing to remount their bicycles may do so at the start of a new Turn. They do not need to move to the point where the bicycles were abandoned to do so. Troops on bicycles engaged in Close Combat will count as being hit in the rear and will not gain any advantage for SMGs or LMGs in the first Phase of combat. After the first Phase of Close Combat they automatically dismount. 15
Fortifications Whilst the main rules cover Bunkers, here we have Fortifications, a stronger type of structure. A Fortification is a well-prepared and constructed bunker which has been built to exacting standards as part of a planned system of defences. Fortifications are not necessarily large, but they are sufficiently sturdy to provide the men crewing them with reassurance regarding their safety. Japanese bunkers were also noted for their concealed apertures which made attacking them extremely difficult as the level of protecton afforded the occupants was greatly enhanced when the firing position could not be identified. Japanese Fortifications are listed in detail, along with specific rules, on pagel09. Japanese troops deployed in Fortifications do not abandon them easily, for any reason. To leave a Fortification, a Japanese Unit must spend a Chain of Command Dice or be taking part in a Banzai Charge using that Late War Ruse. See page 113. Fortifications are valuable and important parts of a defensive plan. If one is knocked out or abandoned by their crew, this will trigger a Bad Things Happen roll for a Support Unit being 'killed'. Infantry Firing at Japanese Fortifications The first kill caused by a Unit firing at a target in a Fortification ignores the first kill they achieve in each Phase. Only where an actual kill is achieved (over and above the first ignored kill) will any Shock caused from firing be placed on the target Unit. Where no kill is achieved, Shock is ignored. Covering Fire may be used against a Fortification. Note: As covered in the main rules, flame weapons firing at a Unit in a Fortification ignore all cover and treat the target as covered in the main rules. Snipers Firing at Japanese Fortifications Snipers firing against a Fortification may only do so if the Fortification has been spotted. They treat their target as in the open but apply a -1 to hit, hitting on 4, 5 or 6, and a -1 to the effect of fire roll. Firing HE and AP at Japanese Fortifications Japanese bunkers were a particularly difficult to target due to their well-concealed firing apertures. The Allies successfully developed combined infantry, artillery and armour tactics which allowed them to take on the bunkers. Ant-tank guns, PIATs and even heavy artillery were carefully moved forward and used to fire directly at Japanese bunkers in order to knock them out or at least suppress them. The following rule is designed specifically for fire against Japanese Fortifications. Tanks and guns firing at fortifications may select whether to fire solid A.P. rounds or explosive H.E. rounds. A.P. rounds may always be fired at a fortification. H.E. rounds may be fired at a Fortification only when friendly infantry are not within 6" of the target. PIATs always fire an exploding round so may not engage a bunker when friendly troops are within 6" of the target. When an AFV, gun or PIAT is firing at a Japanese Fortification, roll 2D6 and apply the result shown on the following table. As when firing at an AFV target, a PIAT applies a -1 when firing at 12" to 24" and 16
-2 when firing at between 24" and 36". However, a PIAT always counts a natural roll of double 6 as a 12 on the table. AFVs or guns make no adjustment for range. Where H.E. is being fired, the additional H.E. effect is added. Roll Effect 2-9 No effect 10 The Fortification is suppressed. Any Teams inside and may not fire or move in their next Phase. 11 The Fortification is suppressed. Any Teams inside may not fire or move in their next Phase and count as Pinned in Close Combat. H.E. effect: Roll the gun or weapon's usual H.E. dice and apply the result treating the Fortification as Hard Cover. 12 The round enters the aperture. The Fortification is suppressed. Any Teams inside may not fire or move in their next Phase and count as Pinned in Close Combat. H.E. effect: Roll double the gun or weapon's normal H.E. dice and apply the result, treat- ing the target as in the open. A Leader in an AFV or commanding an artillery piece who uses two Command Initiatives to direct fire may add a +1 to the roll, as usual. A Senior leader attached to a PIAT Team may also use two Command Initiatives to add +1 to the Team's roll to hit when firing at Fortifications. Targetting Larger Fortifications Where firing at a Large Fortification with two fighting positions, any fire will be aimed at one aperture and any effects applied to the occupants of that one fighting position. This also applies to attacks by flame weapons Fortifications in Close Combat Units in Fortification may only be engaged in Close Combat if the attacker contacts the entrance to the Fortification. The defenders always count as defending hard cover. Grenades and Satchel Charges versus Fortifications When used against Fortifications, grenades only have any effect if they enter the aperture, either by being thrown in or by being "posted" in. If throwing a grenade or satchel charge through an aperture, use the rules for hand grenades, rolling 2D6 for range and applying a -6 for a very small aperture if the target is an LMG position, or -4 for a small aperture if the target is an anti-tank gun position or larger. If the player rolls successfully, the satchel charge or grenade enters the Fortification and explodes. A double 1 results in a fumble. If the player fails to throw a grenade through an aperture, it has no effect. A satchel charge that does not go through the aperture explodes as though placed against the structure. To "post" a grenade or satchel charge through an aperture, a figure must be adjacent to it and may not move in the same Phase. They roll 2D6 and only fail on a fumble roll of "Double 1". A fumbled grenade explodes with any hits caused on the Team that was posting it. It has no effect on the occupants of 17
the fortification. Where it does enter the aperture, it doubles the number of casualty dice rolled. The satchel charge strikes with 6D6 when placed against the structure, reducing cover to Hard Cover. When it enters the aperture, the satchel charge strikes with 12D6 as though against a target in the open. Demolitions Demolitions are undertaken by specialist demolition Teams or Engineers. Most demolition works are undertaken by achieving a Task Roll total by rolling a D6 each time the Team is activated. A running total is kept of the dice rolled for this purpose; once the total required is reached, the task is complete. The Task Roll targets required to set charges for simple Demolition projects are as follows: Task Roll Task Roll Demolish a road or rail bridge 24 Demolish LMG or Ant’ Tank Bunker 6 Demolish a foot bridge 12 Demolish an Ambush or AT Bunker 8 Demolish a culvert 6 Demolish a Large Fortification 18 Remove detonators to render charges 6 Re-set charges which failed to useless Mine a road 6 detonate 6 Some scenarios may begin with the explosives in place. In which case no Task roll will be required. Detonating a Charge To detonate a charge the Engineers who set the charge or multiple charges must be at a point within 12" of the charge. From there then can detonate multiple charges within that distance. One Chain of Command Dice must be spent to do so. When detonating a charge, roll a D6 for each charge. On a roll of 2 to 6, the charge explodes and destroys the structure, killing all occupants if there are any present. Any Units within 9" of the charge may be affected by the blast. Roll 4D6 for casualties if within 6" of the detonation, 2D6 if over 6" but within 9". Treat all hits as though in the open. On a roll of 1, a fault has occurred. Roll again. On a roll of 1, there is a total failure and the charges fail to detonate. To destroy the structure the charges must be re-set. On a roll of 2 to 6, this is a partial failure. If the target is a bridge, it is now impassable to vehicles but infantry may cross it (but not At the Double). To destroy this damaged bridge, further charges, sufficient to demolish a foot bridge must be laid. If the target is a fortification, roll a D6. This is the number of consecutive Phases the crew of the fortification are out of action for due to the effect of the blast. During that time they may not activate at all and if engaged in Close Combat will surrender. Collateral Damage All buildings or structures which are demolished have a danger zone around them of 6". Any units 18
within that danger zone take 1D6 hits, rolling for effect as though in the open. If the Team undertaking the demolition task is within 6" they will be affected by this unless they post the charge directly through the aperture of a Fortification, in which case they will suffer no effects. Removing a Charge An non-Engineer Unit that makes contact with a charge that has been fully or partially set may attempt to remove it by rolling a D6 when activated. On a roll of 6 they disarm the charge. On a roll of 1, the charge detonates immediately. Roll for effect as though detonating a charge. 37mm Cannister Rounds The US М3 tank gun that was mounted on the Stuart and in the turret of the Lee and Grant tanks used by British and Indian forces was underpowered in its primary anti-tank role, but it was equipped with an effective cannister round that was found useful in an anti-personnel role and also as a means of clearing foliage. When firing a canister round, Stuart, Lee and Grant tanks, roll eight dice. Cannister has a maximum range of 24". It does not reduce cover. Cannister was used in limited amounts by the British and Indian Armies, so only three rounds are available for each tank. Cannister may never be resupplied, but can use the Limited Ammunition rule above in conjunction with one Chain of Command Dice. Defoliation Tanks firing cannister also use the Defoliation by Fire rule on page 31. They use this when firing at a target in jungle terrain or may use it to clear foliage, even when no target Unit is present. 19
Armour Rules Additions All of the basic armour rules contained in Chain of Command apply. However, as with the 1940 Handbook, we add the following rules specifically to deal with some of the key issues of the war in the Far East where many vehicles were antiquated and with resulting limitations. Some forces are more affected by these changes than others and the National Arsenals will be of assistance in identifying which forces and which vehicles in particular are affected. New Armour Classifications Two new armour classifications are used in this Handbook in order to identify two particular issues, namely unreliable armoured vehicles and those with particularly small, one man, turrets. The former will be identified in the Notes section as 'Unreliable', the latter with the abbreviation '1MT'. Unreliable Vehicles Unreliable vehicles are either those with particular design faults or those which are simply old or are in poor running order. Either way, vehicles classed as Unreliable will break down if they ever roll two or more l's when moving. The vehicle cannot move for the rest of the game but the crew may still use any weapons and may traverse the turret if present. The crew will immediately suffer a permanent loss of one morale point. Small Turrets Vehicles with turrets that can house only one man relied on the tank commander to not only direct the actions of his vehicle but also to serve as gunner and loader. For some light vehicles, such as those armed with a single machine gun or self-loading cannon, this was not a problem. However, for vehicles with a gun capable of firing H.E. and A.P. shells the commander was severely over-worked and this affected the performance of the entire crew. When firing the main gun, the Leader is unable to issue any other commands nor is he able to rally Shock from the crew. However, while the Leader is serving the main gun in such a manner, the driver and any secondary crew position may still be activated on a Command Dice roll of 1, as though it were an un-commanded vehicle. Lacking Radio Many AFVs in the early war period lacked radios. On the advance towards the enemy this lack of communications was often overcome by the use of flags or signal rockets. However, once in action there was little time for, and much danger attached to, exposing a Leader outside the turret to make such signals. As a result, AFVs without a radio may never issue commands by radio as outlined in Section 11.4 of the main rules. All such vehicles may only activate individually. Tank Telephones In British service, the additional of an external telephone was usually limited to the Sherman. If a tank has a telephone attached, a Junior or Senior Leader from the core platoon that is to the immediate rear of the tank may activate that tank to fire on an enemy target for one Command Initiative. As a result of the better visibility the Leader outside the tank has, any firing against a fortification or spider hole adds a +1 to the hit roll, as thought the tank commander were laying the gun. 20
Far East Rules Additions The following rules deal specifically with the effect of Jungle Terrain on troops in combat. Where the terrain can obscure visibility and limit command ability, it can also offer opportunities, especially for better trained troops who are familiar with that environment. Command Ranges Controlling of troops is difficult in Jungle Terrain. To reflect this, a Junior Leader has no Command Radius in Jungle Terrain and may only influence the Team or Section to which they are attached. Senior Leaders in Jungle Terrain have their Command Radius reduced to 6". Jump Off Points Units deploying from a Jump Off Point located in Jungle Terrain may not deploy into Close Combat. They must deploy more than 2" away from an enemy in Jungle Terrain or 4" from an enemy in other Terrain. Jump Off Points located in Jungle Terrain are closed down when the enemy come within 2" rather than the usual 4". Close Combat in Jungle In Jungle terrain, Close Combat occurs when a Unit moves to within 2" of the enemy. The Teams attacked by an enemy coming within 2" will fight. Any friendly Teams which are within 2" of the Unit attacked will also take part in the combat. If a friendly Unit is further than 2" from both the enemy and the Unit attacked they do not take part in the Close Combat. Ambushes Troops ambushing in Jungle Terrain may do so as a whole section (as opposed to just a Team in the main rules). However, if a whole section ambushes it must remain on the table after the ambush. A single Team ambushing may be removed from the table at the end of the Phase in which it activates. Units may only deploy directly into Close Combat when using an Ambush. Whereas the main rules demand a full Chain of Command Dice to Ambush, the cost varies here depending on the level of Jungle- craft and experience. See page 36. Firing at an Obscured Target - The Green Jungle Dice When firing at an infantry target in terrain classed as Obscured, the firing dice are rolled as normal, but a Green "Jungle Dice" is added to the hand. This reflects the unpredictable nature of jungle terrain which is not constant in its effects. Weapons firing HE or Cannister rounds do not use this; however, note the rules for defoliation by fire. There are two variants of this rule, the Standard and Advanced Obscured Visibility rules. The Standard rule takes into account the variability of the terrain; the Advanced rule adds in the level of training of the troops firing, allowing troops better trained or more experienced in Jungle Warfare an advantage over more inexperienced troops. Decide which rule you want to apply before the game begins. 21
The Green Jungle Dice does not cause hits, but rather indicates the visibility from the Unit firing to the target Unit. STANDARD OBSCURED VISIBILITY RULES If the Green Dice roll is a 1: The target is treated as being in one level cover better than it is. If in Hard Cover or better it cannot be hit and is unseen; if in Light Cover, the target is treated as if in Hard Cover. If the Green Dice roll is a result of 2 to 5: cover is applied as normal with no changes. If the Green Dice roll is 6: The target it is treated as being in one level cover less than it is. If in Hard Cover, the target is treated as Light Cover. If in Light Cover it is treated as if in the open. Troops in entrenchments or bunkers never have their cover reduced on any Green Dice result. ADVANCED OBSCURED VISIBILITY RULES Roll the Green Jungle Dice with Units rated Poor Jungle Troops applying a -1 to the dice roll. Jungle Warriors apply a +1 to the dice roll. If the adjusted Green Dice roll is a 1 or 2: The target is treated as being in one level cover better than it is. If in Hard Cover or better, it cannot be hit and is unseen; if in Light Cover, the target is treated as if in Hard Cover. If the adjusted Green Dice roll is a result of 3 or 4: cover is applied as normal with no changes. If the adjusted Green Dice roll is 5 or 6: The target it is treated as being in one level cover less than it is. If in Hard Cover, the target is treated as Light Cover. If in Light Cover it is treated as if in the open. Troops in entrenchments or bunkers never have their cover reduced on any Green Dice result. Obscured Visibility Rules and Platoon Force Ratings The Standard Obscured Visibility rules are designed to be used with the existing Platoon Force Ratings. The Advanced rules will give a significant advantage to better trained troops and to reflect this, Jungle Warriors add 4 points to their Platoon Force Rating. A Platoon with Poor Jungle Craft subtracts 4 points from their Platoon Force Rating. . 22
JWGLE WARFARE Introducing the jungle into Chain of Command may at first glance, appear problematic; the idea of covering a whole table with suitable terrain may appear to be a challenge that many gamers would Having said that, any Far East handbook would be remiss if it did not fully cover the dense, humid and often mountainous terrain that was very different to the more open terrain of Europe and North Africa. choose to avoid. However, the truth is that in many areas that were fought over, the jungle provided the frame that surrounded the action, rather than dominating the battlefield itself. What follows is a comprehensive guide to the types of terrain that could be encountered. This is an extensive list of terrain types that cover more than one quarter of the world's surface. You don't need Fighting often took place at critical points such as villages, airfields or farming land where the wargames table will be relatively free of dense vegetation. Whether our game is on the fertile coastal strip of Malaya orthe central plains of Burma, it is entirely possible to refight historical actions to have all of it on one 6' by 4' table! Keeping the types of terrain represented in a game to a minimum will make things much easier for players. Equally, where only a small part of the table contains any jungle terrain at all, we have a much simplified option which keeps things very simple indeed. where the jungle is nothing more than a few clumps of unruly growth set amid the more open terrain of paddy fields, neat plantations, whitewashed The following rules are added to cover the different types of terrain that could be encountered in the temples, villages and even the occasional tennis court. In short, you do not need huge amounts of jungle terrain to enjoy this handbook. jungles of the Far East. Also covered are the troops operating in that jungle and how their varying levels of experience and training affected their ability to operate in that environment. 23
Far East Terrain Rules What is Jungle Terrain? The tables below and on the next page covers the chief terrain types that may be encountered in the Far East. Most of the terrain encountered will be covered in the main rules; for example a jungle track is treated as any other open area of hard ground if there are no other factors making it harder going. However, where particularly dense growth is encountered, we introduce Jungle Terrain where spotting is harder and movement can be impeded. Jungle Terrain is all terrain types shown in green table. This terrain is difficult to move through and has a variable effect on shooting due to poor visibility. A target in Jungle Terrain is treated as an Obscured target due to the variable nature of the vegetation. See page 22. Jungle Terrain Terrain Movement Visibility Firing Wheeled Tracked Jungle Fringe 1D6 -1" 2" Hard Cover Impassable Impassable Primary Jungle Broken Ground 12" Fringe Light Cover moving. Hard Cover stationary. Impassable Impassable Secondary Jungle Heavy Going 9" Fringe Hard Cover Impassable Impassable Tropical Swamp Really Heavy Terrain 9" Fringe Hard Cover Impassable Impassable Banana Plantation Heavy Going 9" Possible Fringe Light Cover Soft Ground Soft Ground, Solid Obstacle Bamboo Heavy Going Interior 9" Fringe Light Cover Impassable Solid Obstacle for Tracked Kunai Grass Broken Ground Interior 9" Elevated 18" Possible Fringe Light Cover Broken Ground Broken Ground When do I use the Jungle Terrain Rules? The following Jungle Terrain rules are designed for a table which is made up of significant areas of Jungle Terrain. We recommend that one quarter or more of the table should be covered in continuous Jungle Terrain before you need to use the full rules. Where less jungle than that is present, we suggest using the Limited Jungle Terrain rules. Limited Jungle Terrain The Jungle Terrain rules apply whenever jungle is encountered. However, actions often occurred where the jungle broke and the better fields of fire suited a defensive position. Consequently, many actions fought in the Far East will have a minimal amount of jungle actually on the table. Where this is the case, we treat any areas of Jungle as Jungle Thicket, as show on the table below. 24
Other Terrain The terrain shown on the table below is terrain which may be encountered in the Far East but which is not Jungle Terrain. Any terrain classed as Other Terrain is not Jungle Terrain and any target in it is not Obscured. Other Terrain Terrain Movement Visibility Firing Wheeled Tracked Jungle Thicket Heavy Going As Woods Hard Cover Impassable Impassable Rubber Plantation Open Ground As Light Orchards Light Cover Broken Ground Heavy Going Wet Paddy fields Heavy Going Unlimited Open Soft Ground Soft Ground Dry Paddy fields Open Ground Unlimited Open Road Road Paddy Bund Minor Obstacle Unlimited Light Cover Minor Obstacle Minor Obstacle Barrier Growth Minor Obstacle 2" Light Cover Impassable Broken Ground Knee-Deep Creek Broken Ground Unlimited Bank is Light Cover Requires Ford Soft Ground Waist-Deep Creek Minor Obstacle Unlimited Bank is Light Cover May only be crossed at ford Chest Deep Creek Major Obstacle Unlimited Bank is Light Cover May only be crossed at ford Chaung Bed Broken Ground Visible only from bank only Bank is Heavy Cover Impassable Soft Ground Cumulative Terrain Effects Where a Unit encounters terrain where more than one restricts movement, such as jungle on a steep mountain or an obstacle in a swamp, this effect is not cumulative, but rather the most severe movement penalty of the terrain types is applied. 25
Jungle Terrain Rules The following rules apply for tables where Jungle Terrain makes up more than 25% of the table space. Jungle Terrain Types The following list and table on the next page covers the most common terrain types found in the Far East. It shows how they affect movement and firing but also serves as a guide to how to place the terrain on your table. Jungle Fringe: As with woods and orchards, Jungle Terrain has an area around it in which troops can see out and be seen from outside that terrain. Unlike European terrain, the fringe around the edge of Jungle Terrain is denser due to the presence of sunlight and the consequent undergrowth found there. This we refer to as "the fringe". A 2" wide fringe of dense vegetation runs around the edge of all Jungle Terrain. It is not present where one type of Jungle Terrain borders another, for example, where Primary Jungle meets Secondary Jungle, Tropical Swamps or areas of Bamboo, but encircles all areas of Jungle Terrain where that edge is exposed to daylight. Terrain that has a fringe is marked as such in the Visibility column of the Jungle Terrain table. The dense area of fringe at the edge of Jungle Terrain is hard to break into. A Unit moving up to Jungle Fringe halts when it reaches it. When attempting to move through, along or out of Jungle Fringe, a Unit spends its entire activation to do so. The Unit rolls 1D6 and subtracts 1 from the result. It may then move that far in inches. A net result of zero means that the Unit has been unable to break into the Jungle Fringe and does not move. Until a Unit moves and repeats this process when next activated and until they have moved through the 2" fringe. A Unit that is in the Jungle Fringe can see, and will be visible to, any Unit that has line of sight to the Fringe. A Unit in Jungle Fringe is always an Obscured Target and counts as being in Hard Cover. Primary Jungle: This is jungle, or often more correctly forest, largely untouched by humans, with a dense tree canopy overhead but with limited undergrowth due to a lack of sunlight penetrating to the jungle floor. Primary Jungle is usually found away from human habitation. Primary Jungle is Broken Ground. Visibility within Primary Jungle is 12". A Unit that is fired on when moving in Primary Jungle is an Obscured Target. If the Unit moved in the current or previous Phase, it is in Light Cover, a Unit that was stationary in the previous and current Phase is in Hard Cover. Secondary Jungle: This is woodland that has been cleared by humans, usually for farming or logging, but which has subsequently returned to nature. It is more dense than Primary Jungle as the ground cover is abundant due to the clearing away of the original canopy. Secondary Jungle is usually located near human habitation. Secondary Jungle is Heavy Going. Visibility within Secondary Jungle is 9". A Unit that is fired on in Secondary Jungle is an Obscured Target in Hard Cover. 26
Tropical Swamp: Dense jungle, fetid standing water and trailing vegetation plants combine to make this extremely unpleasant terrain to fight in. This type of swamp is most often found near the coast or in lowlands where brackish or salt water feeds them. Tropical Swamp is Really Heavy Terrain. Visibility within Tropical Swamp is 9". A Unit that is fired on when moving in Tropical Swamp is an Obscured Target in Hard Cover. Banana Plantations: Often densely packed with thick, fleshy trees that limit visibility rather than provide good cover. Some commercially managed plantations are more widely spaced out and may be treated as woodland with no jungle fringe. Local-grown plantations, tended by the indigenous population, will be adjacent to habitation but will often, but not always, have a Jungle fringe. Banana Plantations are Heavy Going. Visibility within a locally tended Banana Plantation is 9". A Unit that is fired on in a Banana Plantation is an Obscured Target in Light Cover. Bamboo: Often as thick as a man's arm and up to 100 foot in height, Bamboo can form entire forests or smaller clumps. It is ubiquitous and is often found serving as boundaries between dwellings in villages. Bamboo is Heavy Going. Visibility in Bamboo is 9". A Unit that is fired on in Bamboo is an Obscured Target in Light Cover. Kunai Grass: Long, sharp edged grass up to 10 foot tall which disorientates whilst reflecting and magnifying heat. Troops moving in Kunai Grass are more easily engaged by an enemy on higher ground and this is reflected in the Visibility column. Kunai Grass may have a Jungle Fringe. Kunai Grass is Broken Ground. Visibility in Kunai Grass is 9" on flat ground, or 18" if the firer and target are on different elevations. A Unit that is fired on in Kunai Grass is an Obscured Target in Light Cover. Impassable Jungle: Some patches of Jungle are so dense that it would be a waste of effort to attempt to move through them. These should be have minimum width and depth of 3". They completely break line of sight and stop all movement into or through them. Moving In Jungle Terrain Troops moving in Jungle Terrain will do so in single file when not in contact with the enemy, only deploying out to form a firing line when the lead men stop and the rest of the Unit expands to the left or right, or both. A Unit may attempt to move in a wide, sweep line, formation but will subtract 1 pip from each dice rolled for movement, over an above any other movement penalties. Where Sections or multiple Teams are moving through Jungle Terrain, the player should be clear which Team leads and which follows. 27
Other Terrain Jungle Thickets: Jungle Thickets are small, isolated areas of dense jungle type growth, no larger than 24 square inches in area, e.g 6" by 4" or 8" by 3", and standing in otherwise open terrain. Jungle Thickets are Heavy Going. A Unit within a Jungle Thicket may be seen as though in Woods in the main rules. A Unit in a Jungle Thicket that is fired at is in Hard Cover but is not an Obscured Target due to the limited size of their cover. Rubber Plantation: By definition, this is managed woodland grown for commercial purposes, usually by large corporations involved in the manufacture of car tyres and similar. They are normally planted in a succession of rows and do not affect movement. These are treated as Light Orchards in the main rules. A Unit fired on in a Rubber Plantation is in Light Cover and is not an Obscured Target. Paddy Fields: These are man-made areas of rice-growing ground which, by the addition of a low wall or dyke, referred to as a "bund", allow for the retention of water during the two, or occasionally three, growing seasons in the year. Paddy fields are always found near human habitation, often immediately adjacent to it. Wet paddy fields are Heavy Going. A dry paddy field is Open Ground. The bund walls of a paddy field count as a Minor Obstacle to cross for personnel and vehicles and counts as Light Cover for troops immediately behind it or Partially Obscured for vehicles. Vehicles engaged while crossing the bund wall count any hits as striking their rear armour as they are exposing their belly armour while crossing. Barrier Growth: Settled areas in the Asia-Pacific region frequently see strips of clumped vegetation grown to act as a barrier against weather and to define boundaries. These should be no more than 2" wide but can be quite tall and dense. Barrier Growth is a Minor Obstacle. Barrier Growth blocks visibility for troops more than 2" from it. Troops within 2" of Barrier Growth can see through it and may be seen by an enemy on the other side that has a clear line of sight to the Barrier Growth. A Unit behind or in the Barrier Growth is in Light Cover but is not an Obscured Target. 28
Creeks, Chaungs & Streams Many low-lying jungle areas are criss-crossed with a myriad of small streams and creeks that have to be forded. The width of these can range from 1" to 6". Wider creeks and rivers are usually impassable unless bridged. Wheeled or half-tracked vehicles may only cross creeks at designated fords which are treated as Broken Ground. Movement in creeks or streams is affected by their depth. There are three types; knee deep, waist deep and chest deep. Deeper creeks are impassable unless bridged. Knee-Deep Creeks These are minor obstacles to enter or exit and count as Broken Ground when moving in the water. Troops can fire from a knee-deep creek at full effect. Troops against the banks of a knee-deep creek are in Light Cover. Waist-Deep Creeks These are a Medium Obstacle to enter or exit and count as a Minor Obstacle when moving in the water. Troops can fire from a waist-deep creek but remove half of the firepower dice. Troops against the banks of a waist-deep creek are in Light Cover. Chest-Deep Creeks These are a Major Obstacle to enter or exit and count as a Medium Obstacle when moving in the water. Troops cannot fire from a chest-deep creek. Troops against the banks of a chest-deep creek are in Light Cover. Chaungs Found in Burma and the Arakan, a chaung is a stream with a wide bed and deep banks created by a wide variation in the amount of water flow, caused by tidal or seasonal weather. At times of high water volume, chaungs will be full of deep and fast flowing water and be completely impassable. In drier seasons, or when the tide has receded, the chaung can be almost entirely empty with a trickle of water in the centre of the bed or simply the odd stagnant pool. Chaung beds should be between 6" and 12" wide. Troops and AFVs in the bed of a dry chaung move as though in Broken Ground and are only visible to an enemy on the bank of the chaung. Troops lining the banks of a chaung are in Heavy Cover to an enemy outside it. Due to the constant damp nature of the chaung, their banks are soft and prone to give way under any significant weight. Tanks and fully tracked carriers may attempt to cross a chaung bank. They roll 2D6, moving the distance rolled on the higher dice, discarding the lower roll. If a double is rolled, the vehicle has bogged and is immobile. It may attempt to free itself when next activated, rolling a D6. On a roll of 4 to 6 the AFV moves that far in inches and is unbogged. On a roll of 1 to 3 they are permanently immobile and abandoned. Successfully crossing the chaung bank will put the tracked AFV in the riverbed. In order to move out of the riverbed, the process must be repeated. 29
River Crossings Most bridges are treated as normal in the rules but some impromptu crossing points, either man made or features of nature may be used. Rope bridges and improvised crossings are treated as Broken Ground for units moving over them. Fallen trees allow troops to cross but are treated as a Minor Obstacle, discarding the lower of two D6 rolled for movement. Slopes and Mountains Whilst early fighting in Malaya and Burma tended to be restricted to the habitable and agriculturally productive low-lying plains or broad river valleys, much of the later fighting occurred in dense mountainous jungles and mountain ranges. Where particularly steep and mountainous terrain is represented on the table, troops moving through this should count this as crossing a Minor Obstacle. All vehicles treat this terrain as impassable, unless a road or track is present. Village Huts In more rural areas the local population tended to live in huts made from locally available natural materials, often constructed with great skill but providing limited protection from modern weapons. Village huts block line of sight and provide Light Cover for troops inside them. Village huts are collapsed by an AFV or gun firing H.E. if one or more sixes are rolled. If contacted by a tracked AFV, a hut will collapse. Soft-skin vehicles contacting a hut will collapse the hut but will bog down if any double is rolled for movement. See section 11.6.1 of the main rules. A collapsed hut should be replaced with a pile of broken timbers and plant material which will provide light cover for any troops which occupy it but will not break line of sight. Any Teams occupying or within 2" of a hut that is collapsed will roll for 1D6 hits, rolling for effect as though a target in the open. This in addition to any hits caused by the fire that collapsed the hut. Any survivors are placed at any point immediately adjacent to the collapsed hut by their player (not the opposing player). Burning Huts Flamethrowers causing any hits on a target within a hut also automatically set it on fire. Any Unit in a hut that is on fire must immediately be placed outside the hut, immediately adjacent to it, by the owning player. When a hut is set on fire, dice for wind direction and place a 6" by 6" area of smoke in that direction immediately. A second 6" by 6" area is placed adjacent to that in the direction of the wind at the end of the following Phase. This 12" by 6" area of smoke remains in place for the remainder of the game. Both the burning hut and the smoke created break line of sight. A burning hut will collapse at the end of the Turn. Dice for any occupants or troops adjacent to a collapsing hut, as above. A hut which has been set alight may not be occupied during the remainder of the game as it is still burning, even after it collapses. 30
Monsoons In most tropical environments, monsoons are a daily event during the four to six months wet season. Monsoons are very heavy rainfalls that continue over an extended period. These rains are so heavy that visibility is reduced significantly and most sound is drowned out by the downpour. Dirt roads, tracks and paths are quickly turned to muddy quagmires while Creeks, Streams and Chaungs become raging torrents in a very short space of time. This means that monsoons, when they occur, can have a significant impact on combat operations. If the scenario is set during the monsoon season, a downpour occurs whenever a player ends the Turn by rolling three or more 6's on their Command Dice. The monsoon will then last until the end of the following Turn. When a monsoon occurs, the following effects take place across the entire battlefield: • Wheeled vehicles lose all movement bonuses for moving on roads. • No vehicles may move Flat Out. • Heat exhaustion random events are ignored. Do not re-roll. • Visibility is reduced to a maximum of 18" in all terrain. Where visibility it less than 18" it is not reduced further. • All Green Jungle Dice rolls of 6 (or 5 and 6 if using Advanced Rules) are ignored (See Combat in Jungle). • Knee-Deep Creeks and Streams become Waist-Deep for the remainder of the game. • Waist-deep and Chest-Deep creeks and streams become impassable for the remainder of the game. • No fires can be started. Any fires already burning are extinguished immediately and smoke removed. • Flamethrowers cannot be fired in the current Turn. Defoliation by Fire Canister rounds can be effective in removing foliage. This will occur when the firer is targeting troops in Jungle Terrain or when the firer chooses to use canister to defoliate an area with fire. When firing canister at an area of Jungle Terrain, a Green Jungle Dice is rolled. This does not affect visibility, but a roll 3 to 6 will remove an area of Jungle Terrain 4" wide by 2" deep from the edge of the terrain. This cleared area now counts as Broken Ground for movement and Light Cover when firing at troops in it but is not Obscured. Flame weapons strip away Jungle Terrain foliage when they fire at a target Unit within, or simply in order to remove the terrain. A man-portable or vehicle mounted flamethrower may set alight an area of Jungle Terrain 4" by 2" in one Phase of fire. This area should be marked with smoke until the end of the current Turn, at which point the area of Jungle Terrain and the smoke are both removed. While the smoke remains, it blocks line of sight. 31
Jungle Random Events To reflect the impact of the jungle environment on the participants, Random Events are likely to occur with greater regularity then normal. To reflect this, the following rules are applied. End of Turn Random Events If more than one quarter of the table is covered with jungle or plantations, a Turn End caused by a player rolling three 6's with their Command Dice will trigger a Jungle Random Event. Roll 1D6 to see which Random Event occurs. Where a player ends a Turn using a Chain of Command dice, no random event occurs. Three 6's Random Event lor 2 Green Hell! Affects the player who rolled the Turn End. One Unit that is in Jungle Terrain and not in line of sight of the enemy is lost. If multiple Units are out of sight of the enemy, roll to see which Unit is affected. The Unit is moved 2D6 inches with the direction determined by the deviation template on Page 47 of the main rules one point of Shock is applied to each Team. If, as a result of being lost, the Unit comes within 9" of an enemy Unit, it has been ambushed by that Unit. The ambushing Unit rolls their firing dice immediately and counts the target as in the open. Where more than one enemy unit is within 9", the ambushing player may choose which one Unit (one Team or one Section) is firing. 3 to 5 Damn this Heat! Affects the player who rolled the Turn End. One of the player's Units currently located in Jungle Terrain is affected by the heat. Where multiple Units are in Jungle Terrain, roll to see which Unit is affected. Poor Jungle Troops will roll 3D6 per Team as though a target being fired on in the open. A Unit of Experienced Jungle Troops will roll 3D6 per Team as though a target being fired on in Light Cover. A Unit of Jungle Warriors will roll 3D6 per Team as though a target being fired on in Heavy Cover. Any "Kill" result represents men who have collapsed through exhaustion. Leaders are never affected. Casualties are removed from play but are not counted as dead in a campaign. Any Shock represents exhaustion and may be rallied as normal. 6 Check the Compass Affects both players. No Units may deploy into Jungle Terrain for the next two phases after the Turn End. After that, Units attempting to deploy into Jungle Terrain in the remainder of that Turn do so on a roll of 5 or 6 if Poor Jungle Troops, 4,5 or 6 if Experienced Jungle Troops or 3 to 6 if Jungle Warriors. 32
Four 6's R If more th a player rc 1D6 to see random e' andom Events an one quarter of the table is covered with Jungle Terrain or plantations, a Turn End caused by >11 ing four sixes with their Command Dice will trigger a Random Event as in the main rules. Roll ; which Random Event occurs. Where a player ends a Turn using a Chain of Command dice, no i/ent occurs. Four 6's Random Event 1 Path Ends One Unit that moved in Jungle Terrain in the last Phase finds its path blocked by an impassable strip of jungle. Place an area of suitable terrain 6" by 4" in size immediately in front of the unit in its direction of travel. This may not be moved through in this game. 2 Bush Track Any one Unit of the player's choice that is in Jungle Terrain may immediately move 2D6 inches due to the discovery of a fortuitous jungle trail. They may move into Close Combat. 3 Where's the Map? Poor Jungle Troops attempting to move or deploy in Jungle Terrain in the current Phase may only do so on a roll of 5 or 6. Experienced Jungle Troops attempting to move or deploy In Jungle Terrain may only do so on a roll of 4 to 6. Jungle Warriors attempting to move or deploy in Jungle Terrain may only do so on a roll of 3 to 6. 4 A Sudden Downpour It has begun to rain very heavily. Visibility is reduced to 18" for the remainder of this Turn. At the end of the Turn roll a D6. On a 1 to 3 it was a passing shower and has cleared up. On a 4 or 5 it looks like it is set in for a while; the rain continues, roll again at the end of the next Turn. On a 6 the rain is still here and the ground is now very wet. -1 pip per dice on all movement outside buildings for the rest of the game. Roll again at the end of the next Turn with a +1 on the dice. 5 Z Force A true patriot (or vile collaborator) has informed you where one of your opponent's Units is lurking. Your opponent must place one of their as yet un-deployed Units on the table immediately. They may choose which Jump-Off Point they deploy to. 6 Local Help You meet a local tribal leader who is able to get his group to assist you. Immediately move one Jump-Off Point by up to 18" in any direction. It must be placed a minimum of 6" from an enemy Jump Off Point or deployed Unit. 33
USING THE USTS 4 * . This Handbook contains a large number of lists covering a wide range of unit types for all of the nations involved in the fighting in the Far East theatre of Operations. What does each list tell you and how will you use that list with the Support Lists present? Force Quality Each list will tell you how a force is rated, be that Green or Regular. There are no Elite forces in this Handbook as very few units are ever able to claim such a legendary status. However, some Regular troops will have options which enhance their performance to better than average. Here, we build on the concept of variable Force Morale seen in the 1940 Handbook. For each force, a Force Morale Track will indicate how a unit performs in combat and at what point the number of Command Dice are reduced. Additionally, each force has a Platoon Force Rating which is influenced not only by the strength of the Platoon, but also by its rating and Force Morale. This allows you to balance your forces as much or as little as you like when designing scenarios or fighting a simple meeting engagement. Newly introduced, specifically for this handbook, are the Jungle Craft Ratings. Howtroops performed in the Jungle was largely based on a combination of experience and training which gave them the skills and confidence to operate in an environment completely alien to most servicemen on both sides. The Core Platoon As with the main rule book, selecting your force is simple; just choose the platoon that you want to game with and make a note of the Platoon Force Rating. That will allow you to compare your force with your opponent's choice when deciding how much support you can select for any game. If you have a force with a Platoon Force Rating of +3, while your opponent has a rating of+1, then you have a net +2 advantage. When selecting support options, your opponent will be able to select two additional points of support. So, if you agreed to play with 10 points of support, you would select that amount whilst your opponent would select 12 points. The Support Options Most platoons in the Handbook have their own Support List designed specifically for that force. Troops may select from Support Lists other than their own, including those of Allied nations where noted; however, selecting from other lists of the same nation will increase the cost of that support choice by one list. So, a List Two support would cost three points. Support Lists shown in this handbook are, by necessity, generalised to cover specific theatres of operation rather than individual battles and encounters. Pint-Sized Campaigns will provide the opportunity to use Support Lists tailored to cover historical events in a much more precise manner. We encourage the players to develop their own scenarios and provide support choices based on what was historically possible. On Java, Australian troops fought alongside British tanks and Dutch 34
forces. This would not be a standard support choice option but in that situation it is absolutely correct. It is historical anomalies like this which can make our games all the more interesting and varied. Numerous new support options are available and these are listed for the relevant force. Force Characteristics In the main rule book we see National Characteristics; here we see the same in some cases and in others these may be supplemented by or limited to force characteristics. These will be noted in the Army List sections for each nation. National Arsenals The weapons included in the National Arsenals will be those worthy of specific mention. Where weapons such as rifles, sub-machine guns and some support choices use the same ratings as listed on the Master Arsenal Table in the main rules they are not all duplicated. There may be times when the National Arsenal and the Master Arsenal appear to differ. In such a case the figures in this handbook should be used as they reflect better, very specific weapons, rather than the catch-all descriptions used in the Master Arsenal. For the British and Empire forces, armour is listed separately with an indication of where and when different armoured vehicles were fielded due to the erratic nature of what was available. All British Empire troops may select from these lists at no additional cost unless noted otherwise. 35
Jungle-Craft As well as their usual ratings, Units are rated according to the level of skills they have when operating in Jungle Terrain. This level will affect how they are affected by the climate and environment. There are three levels of Jungle Craft: Poor Jungle Troops, Experienced Jungle Troops and Jungle Warriors. As the British discovered when moving into the open plains of Burma in 1945, jungle-craft only assists troops who are fighting in the Jungle. Likewise, the Jungle-Craft rules here should be used when the scenario is set in an area with substantial amounts of Jungle. Where less than 25% or less of the table is Jungle Terrain, Jungle Craft rules are ignored. Poor Jungle Troops These troops are new to the jungle and find the environment totally alien. They have received little or no relevant training or acclimatisation. Such troops suffer the following effects. • Where a road is present on the player's friendly table edge, all Patrol Markers must begin the Patrol Phase on it. • A Line of Communication (LOC) Marker must be placed on the player's friendly table edge, indicating the point through which their communications to the rear run. If a road is present, the LOC Marker must be placed on that. Where multiple roads are present, the player may choose on which road to place the LOC Marker. If the LOC Marker is captured, roll a Force Morale Test as though a Jump Off Point has been captured, but add +2 to the dice roll. • Patrol Markers move 10". They must remain within 10" of a friendly Patrol Marker. • A force of Poor Jungle Troops must place their Jump Off Points no more than 12" further back from the Patrol Marker unless there is no cover available. Where no cover is available within 12", the Jump Off Point must be placed at the first available point of cover. • If no cover is available at any distance, the Jump Off Point is placed on the table edge. • Poor Jungle Troops ambushing in the Jungle may do so for one Chain of Command Dice. They deploy up to 9" from the Jump Off Point. They apply the Green Jungle Dice when ambushing if the target is in Obscured terrain. • Poor Jungle Troops may not detach Scout Teams from sections. 36
Experienced Jungle Troops These troops have experience of jungle fighting and possibly some limited training on how to operate in Jungle Terrain and climate. • A Line of Communication Marker must be placed on the player's friendly table edge, indicating the point through which their communications to the rear run. If a road is present on the friendly edge, the LOC Marker must be placed on that. If this is captured, roll a Force Morale Test as though a Jump Off Point has been captured. • Patrol Markers move 12". They must remain within 12" of a friendly Patrol Marker. • Experienced Jungle Troops Ambushing in Jungle Terrain may do so using four Chain of Command Points. They deploy up to 12" from the Jump Off Point. They apply the Green Dice if the target is in Obscured terrain. • Experienced Jungle Troops may activate a Scout Team on a roll of 1 or using one Chain of Command Point. Jungle Warriors These troops have both extensive training in and experience of how to operate in the jungle. They are at home in the jungle and benefit accordingly. • Patrol Markers move 14". They must remain within 14" of a friendly Patrol Marker. • Jungle Warriors may always use three or four Patrol Markers. If using four, they place one Jump- Off Point for each Patrol Marker. If they field three Patrol Markers they will get only three Jump-Off Points. • When placing Jump-Off Points from Patrol Markers that are in jungle terrain, the Patrol Marker may be deployed onto the Patrol Marker, or any distance back from that using the usual triangle created by the enemy Patrol Markers. In all other terrain they must fall back a minimum of 6" and be in or behind cover, as per the main rules, unless they reach dense terrain, at which point they may place the JOP, even if the distance they have fallen back is less than 6". • Jungle Warriors Ambushing in Jungle Terrain may do so for three Chain of Command Points. They deploy up to 12" from the Jump Off Point. They do not roll the Green Dice when ambushing to fire but always count the target in one level of cover less than it is actually in, as though a 6 had been rolled on the Green Jungle Dice. In subsequent phases, the Green Dice is rolled as normal. • Jungle Warriors may activate a Scout Team on a roll of 1 or using one Chain of Command Point. • In Close Combat, attacking Jungle Warriors treat any LMG with the section or squad as an SMG due to their training to fire from the hip when attacking. 37
BRITISH EMPIRE In 1939 Britain had an Empire and Commonwealth of Dominions that spanned the globe. On the seas, the Royal Navy was the world's largest naval force, ostensibly protecting her global interests. However, despite this projection of power, the great edifice was beginning to crumble; more as a result of financial realities than any great political design. By the 20th century, Britain's position as an Imperial power was increasingly questionable. The financial advantage of the Empire was limited, with the costs of administration and investment in infrastructure tending to outweigh any benefit from trade. Since the start of the 20th century Britain has seen its colonial role as custodial, while it prepared the colonies for independence. Britain led the world as an exponent of free trade and sterling provided a common currency for much of the Empire, something that it hoped would continue. Whilst Britain continued to serve as a guarantor of security for its colonies and Dominions, it was becoming increasingly clear that her ability to make that claim was becoming tenuous. Projects such as the creation of the "Gibraltar of the East" in the form of the naval base at Singapore, built at an incredible cost, were a statement of intent rather than ability and Dominions such as Australia increasingly recognised that whilst filial ties would continue to link them to Great Britain, they would need to take steps to defend their own borders. Independence movements throughout the Empire were beginning to find their voice, largely in the form of the indigenous middle classes that had emerged and thrived under the British policy of empowering their subject peoples to take care of their own internal administration in the form of locally recruited civil servants. Yet the calls for independence in the 1930s were not the revolutionary movement of the 1960's and '70's; broadly they sought to achieve a peaceful transition from Colony to Dominion, as had been the case in Canada, Australia, New Zealand and South Africa. As a result, when Japanese aggression brought war to the British possessions in the Far East, the population generally either supported the British administration or, at worst, was ambivalent towards both sides. The Indian Army was equipped and organised for the maintenance of internal security and for the perpetual low-level conflict with the tribes on the North West Frontier. This experience of warfare meant that the Army was well trained and its leaders experienced. British officers in the Indian Army were the best candidates graduating from Sandhurst and their responsibilities were broader than in the British Army, with a Lieutenant typically expected to command a Company. With the advent of war in 1939, the Indian Army was rapidly expanded to meet the needs of Britain in North Africa and all training was for conventional warfare in that theatre. Unfortunately, the demand for quantity meant that the quality of the units was significantly reduced by the process of "milking"; taking experienced men and officers to form the nucleus of newly raised battalions. This process would often occur numerous times and with such rapidity that officers and men had little or no time to train together and, in the case of junior British officers, learn the language of their men. Major General James Elliot, head of training in India stated: 38
“A Colonel might think himself lucky if he had two pre-war officers... half of the VCOs and NCOs would be recently promoted and more than half the men would be recruits" It is unsurprising that when the Japanese invaded Malaya and Burma, the Indian Army that faced them was found wanting. The Years of Defeat. 1941 to 1943 With a largely supportive population behind them, the British faults and failings in the initial phase of the war must be placed firmly at their own door. For much of the period after the Great War, a posting to India or the Far East was considered, quite literally, a comfortable billet. British rates of pay, even for other ranks, were generous enough to allow them to engage servants. For officers, such a posting allowed for an enjoyable social life in a well-established British community with field sports and equestrian events often taking precedence over military duties. It is unfair to make generalisations, especially as some individual battalions went out of their way to train hard for the conditions experienced in the Far East. However, such application was the exception which proved the rule. In short, British forces were so surprised by Japanese aggression in December 1941 that they were defeated as much by their own lack of preparedness as by their enemy. The campaigns in Hong Kong, Malaya, Singapore and Burma were notable for a seemingly endless succession of defeats, disasters and unpleasant surprises based on what the Japanese military could achieve and that the British, seemingly, could not match. A different approach was required and this was something the senior commanders in theatre seemed unable to grasp. As a result, the myth of the Japanese super-soldier emerged and the morale of British forces suffered accordingly. With a spiral of falling morale and continued defeats, what is remarkable is that the spirit of some troops remained sufficiently high for them to keep fighting to what was, so often, a bitter end. What is more remarkable is that the rare battalions which had undergone rigorous jungle training were always confident, even in the face of continuous set-backs, that they could better the Japanese. Working closely with the more experienced Australians who were rapidly developing a successful track-record in Papua and New Guinea, the British invested heavily in time and effort to improve their training and develop tactics to defeat the Japanese. Training schools were set up and material produced to promulgate best practice, specifically in Jungle Warfare. Defeat Into Victory To progress through a succession of disasters and then achieve an unbroken series of victories is the mark of a great army; one which has been through the flames of disaster to emerge forged as a more powerful weapon. If this is true of the British Empire forces in the Far East, then the swordsmith who fashioned and wielded this brilliant blade was William Slim. Arriving in the Far East after a successful campaign in East Africa, Slim began rebuilding the morale of his troops. It was a difficult task but, as an officer of the Indian Army, Slim was well-acquainted with the men under his command and created a training regime to develop their full potential. He intentionally fashioned a number of limited objective, small-win operations to show what they could achieve. By the end of 1943 the forces under his command were fighting with new confidence. As appropriate for an officer of the Indian Army, Slim led a force that was truly multi-cultural and which represented the best traditions of that force. Indigenous Indian officers, predominantly long- service Viceroy Commissioned Officers, were present in the Army at the outset of the war, 39
providing a link between the men and their British officers. Since 1917, Indians had been able to attend Sandhurst and gain a King's Commission and since 1923 the Indian Army had been undergoing a process of "Indianisation" in order to train indigenous officers to command at higher levels in the recognition that independence was coming and must be prepared for. During the war this process was to be accelerated so that by 1944 Indian officers were commanding not just battalions but also Brigades. The monsoon season ended the Japanese advance in Burma in 1942 and in the Arakan in 1943. In both cases the end of the campaign season gave the British time to review their performance, reorganise and retrain so that, by early 1944, it was a very different force that the Japanese encountered. The battles for the Tiddim Road and then Kohima and Imphal saw the British led forces halt and then defeat the Japanese who suffered high levels of casualties and whose supply chain collapsed, triggering a desperate retreat back to Burma. When the British subsequently pushed south in pursuit, the Japanese fought desperately but were completely out-manoeuvred by Slim's initial advance on Mandalay followed by a rapid dash to Meiktila where the British consolidated in anticipation of a frenzied Japanese counter-stroke. The Japanese, wedded to the spirit of the offensive, did as Slim anticipated and battered their remaining forces to pieces on these immovable obstacles of British defensive boxes. In a final coup de grace, the 14th Army dashed south in its own blitzkrieg to seize Rangoon before the monsoons of 1945, crushing resistance in its path. The Japanese defeat was completed with an annihilation of organised resistance in Burma. The British victory in the Far East was very much reliant on forces from around the Empire. Three Divisions came from East and West Africa and the Indian Army is recognised as the largest volunteer Army in history, with two and a half million men serving in its ranks. For the wargamer, fielding a British Empire force can be provide almost unlimited variety, with men from all over the globe under their command. Indeed, the following lists attempt to reflect the contributions of all of the Empire and Dominions, their own attributes and characteristics, be they regulars or locally raised territorial forces and their own, often unique, experiences. The following lists provide a number of options for fielding British Empire forces along with Support Lists appropriate for that force type. In addition, a selection may be made from the campaign specific support lists for armour which is listed separately and by theatre on page 70. 40
British Infantry Support List List One British Infantry Platoon 1941 and 1942 This platoon represents the organisation of British troops recruited in the United Kingdom operating in the Far East during the initial period of Japanese aggression. This includes the fall of Hong Kong, the campaign in Malaya and Burma up to the end of 1942. It should be used for battalions who are newly deployed to the theatre or where there is evidence of on-going training and good discipline; things which in the early stages of the war were often absent. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -4 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 Command Dice 2 3 3 4 5 Special J Units which had trained for Jungle conditions are rated as follows: Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: 0 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Medical Orderly Adjutant_____________________ Barbed Wire__________________ Entrenchment for one Team Drinks Cabinet Engineer Demolition Team Car with no crew Anti-Aircraft Machine Guns Thompson SMG for one Leader List Two Roadblock Minefield Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew Sniper Team___________________________ Anti-Aircraft Artillery_______________ Pre-Game Barrage______________________ List Three Bren Carrier with Bren gun, two man crew and Junior Leader__________________________________ Bren Carrier with Boys Anti-Tank Rifle, two man crew and Junior Leader List Four Engineer Section with Junior Leader___________ British Infantry Section with Junior Leader Vickers MMG with five crew 2 pounder Anti-Tank gun with five crew and Junior Leader 47mm Bohler Anti-Tank Gun with five crew and Junior Leader_________________________________ 40mm Bofors Gun with five crew and Junior Leader Lieutenant, Senior Leader, Pistol Sergeant, Senior Leader, Rifle 2" mortar with two crew Boys Anti-Tank Rifle, two crew List Five Forward Observation Officer with 3" mortar section Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Six riflemen Characteristics As per the main rules, British Infantry benefit from Five Rounds Rapid and Concentrated Fire. 41
British Infantry Support List List One British Garrison Platoon 1941 and 1942 This platoon represents the organisation of a British Platoon which begins a campaign under-strength due to sickness and other attrition caused by lack of discipline while on long periods of garrison duties in seemingly comfortable postings such as Hong Kong, Malaya and Singapore. Extended overseas postings often had a negative impact on units, with too many opportunities to sample the delights of their exotic postings while their officers were swept up in the social calendar of local high society. A number of such garrison units were reported to have high levels of alcoholism and disease along with a lack of discipline and general battle readiness. This outcome was entirely avoidable, as proven by units such as the 2nd Argylls in Malaya who successfully combined garrison duties with high discipline. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -7 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Pistol Sergeant, Senior Leader, Rifle 2" mortar with two crew Boys Anti-Tank Rifle, two crew Medical Orderly Adjutant_____________________ Barbed Wire__________________ Entrenchment for one Team Drinks Cabinet_______________ Engineer Demolition Team Car with no crew Anti-Aircraft Machine Guns Thompson SMG for one Leader List Two Roadblock Minefield Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew Sniper Team___________________________ Anti-Aircraft Artillery_______________ Pre-Game Barrage______________________ List Three Bren Carrier with two man crew and Junior Leader________________________________________ Bren Carrier with Boys Anti-Tank Rifle, two man crew and Junior Leader List Four Engineer Section with Junior Leader___________ British Infantry Section with Junior Leader Vickers MMG with five crew____________________ 2 pounder Anti-Tank gun with five crew and Junior Leader 47mm Bohler Anti-Tank Gun with five crew and Junior Leader 40mm Bofors Gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Five riflemen Characteristics This Platoon benefits from the Characteristic Five Rounds Rapid. 42
Indian Infantry Support List List One Indian Army Platoon 1941 to 1942 The Indian Army had already made a significant contribution to the Empire's war effort by sending its best troops to the East African and Mediterranean theatre. As a consequence, the troops available to fight Japan were both less well equipped and less well trained, often serving in newly raised units . This platoon represents troops of the Indian Army or the Indian Princely States which contributed troops to aid in the fight against Japan. These troops made up a high proportion of Empire troops present at the fall of Hong Kong and Burma and the fighting along the Indian border regions to the end of 1943, including the Gurkha battalions. This organisation should be used for well-equipped Indian troops who have a full complement of men and have not been reduced by the process of excessive 'milking' that garrison units in particular have endured. The garrison of Hong Kong is one example of such troops. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -3 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Platoon Headquarters VCO Jemadar, Senior Leader, Pistol Havildar, Senior Leader, Rifle Rifle Sections One to Three | Naik, Junior Leader, Rifle LMG Team Rifle Team Vickers-Berthier LMG with three crew Eight riflemen Medical Orderly Adjutant Barbed Wire Entrenchment for one Team Engineer Demolition Team Car with no crew Anti-Aircraft Machine Guns Thompson SMG for one Leader List Two Roadblock Minefield Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew______________ Sniper Team___________________________ Anti-Aircraft Artillery_______________ Pre-Game Barrage______________________ List Three Bren Carrier with two man crew and Junior Leader______________________________________ Bren Carrier with Boys Ant-Tank Rifle, two man crew and Junior Leader List Four Engineer Section with Junior Leader___________ Indian Infantry Section with Junior Leader Vickers MMG with five crew 2 pounder Anti-Tank gun with five crew and Junior Leader 47mm Bohler Anti-Tank Gun with five crew and Junior Leader_________________________________ 40mm Bofors Gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Characteristics This Platoon benefits from the Characteristic Five Rounds Rapid. 43
Indian Infantry Support List List One Indian "Milked" Platoon 1941 to 1942 This platoon represents troops of the Indian Army where rapid expansion has meant that the men are serving under unfamiliar officers and NCOs and where many of the Other Ranks are often fresh recruits with little training. In such units, the quality of leadership, both British and Indian, was severely compromised and the unit had yet to develop any sense of esprit de corps. This organisation should be used for troops of the expanded Indian Army, often new to the theatre to which they had been deployed. This includes several of those units deployed to Malaya and Singapore. Troop Type: Green, Poor Jungle Troops Platoon Force Rating: -8 Command Dice: 4 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 3 3 4 Special J Platoon Headquarters VCO Jemadar, Inferior Senior Leader, Pistol Havildar, Inferior Senior Leader, Rifle Rifle Section One | Naik, Junior Leader, Rifle LMG Team Rifle Team Vickers-Berthier LMG with three crew Eight riflemen Rifle Sections Two and Three Naik, Junior Leader, Rifle Eleven riflemen Medical Orderly Barbed Wire Entrenchment for one Team Engineer Demolition Team Car with no crew Anti-Aircraft Machine Guns Thompson SMG for one Leader List Two Roadblock Minefield Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew___________________ Sniper Team________________________________ Upgrade one Inferior Senior Leader to Senior Leader_____________________________________ Anti-Aircraft Artillery Pre-Game Barrage___________________________ List Three List Four Engineer Section with Junior Leader Indian Infantry Section with Junior Leader Vickers MMG with five crew 2 pounder Anti-Tank gun with five crew and Junior Leader__________________________________ 47mm Bohler Anti-Tank Gun with five crew and Junior Leader__________________________________ 40mm Bofors Gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Characteristics As a result of a lack of training, this Platoon has no National Characteristics. 44
Australian Rifle Platoon 1941 to 1942 This platoon represents regular troops of the Australian Imperial Force operating in Malaya and Singapore. The Australian troops in Malaya may be rated as either having Poor Jungle Craft or as Experienced Jungle Troops. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -3 Command Dice: 5 Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -1 Command Dice: 5 Australian 1941-42 Support List List One Medical Orderly Adjutant Barbed Wire Entrenchment for one Team___________ Engineer Demolition Team____________ Car with no crew____________________ Anti-Aircraft Machine Guns__________ Thompson SMG for one man or Leader List Two Roadblock_____________________________ Minefield_____________________________ Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew______________ Sniper Team___________________________ Anti-Aircraft Artillery Pre-Game Barrage______________________ Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Pistol Sergeant, Senior Leader, Rifle 2" mortar with two crew Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew One man with Thompson SMG Five riflemen List Three Bren Carrier with two man crew and Junior Leader________________________________________ Bren Carrier with Boys Anti-Tank Rifle, two man crew and Junior Leader List Four Engineer Section with Junior Leader Australian Rifle Section with Junior Leader Vickers MMG with five crew 47mm Bohler Anti-Tank Gun with five crew and Junior Leader_________________________________ 2 pounder Anti-Tank gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Universal Carrier with Vickers MMG, four man crew and Junior Leader Characteristics Being trained in the British manner, this Platoon benefits from Five Rounds Rapid and Concentrated Fire and is also rated Stubborn. 45
Blackforce Support List List One Blackforce, Java 1942 An unusual unit formed of Australian and British forces who had escaped from Singapore and who were now committed to support the Dutch forces on Java. Blackforce was commanded by Arthur Blackburn V.C. who took a rag-tag mix of Pioneers, Machine Gunners and a disparate selection of second- line infantrymen and reorganised them to form a Brigade alongside British tanks and US artillery. Equipment, also rescued from Singapore, was a mixed bag, with some weapons, such as the Bren gun, available in large numbers, whereas rifles were in short supply. Blackburn re-equipped his force with what weapons were available and successfully led it in a brief but valiant campaign, only surrendering when directly ordered to do so by the Dutch regional commander. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -4 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 3 4 5 Special J Platoon Headquarters Medical Orderly____________ Adjutant___________________ Barbed Wire Entrenchment for one Team Engineer Demolition Team Anti-Aircraft Machine Guns List Two Roadblock___________ Minefield___________ Anti-Aircraft Artillery Pre-Game Barrage List Three | Vickers MkVIb with Junior Leader | List Four Engineer Section with Junior Leader Rifle Section with Junior Leader Vickers MMG with five crew Characteristics Being trained in the British manner, this Platoon benefits from Five Rounds Rapid and Concentrated Fire and is also rated Stubborn. Blackforce may select support options from any Dutch list at no additional cost but they will be Unreliable Allies. They may not select from any other lists. Lieutenant, Senior Leader, Thompson SMG Sergeant, Senior Leader, Thompson SMG Rifle Sections One to Three LMG Team LMG Team | Corporal, Junior Leader, Thompson SMG Bren LMG with four crew Bren LMG with four crew 46
Canadian 'C Force' Support List List One Canadian Infantry Platoon 1941 War with Japan was not unanticipated in Britain, and the political response was to implement a policy of "Deterrence Diplomacy", with a visible build up of troops in the Far Eastern colonies in the hope of persuading Japan not to invade. Part of that build up, in November 1941, was to deploy "C Force" to Hong Kong, made up of two battalions; the Winnipeg Grenadiers and the Royal Rifles of Canada. Anticipating garrison duties with no chance of actual combat, the Canadian authorities selected two Category C battalions, troops with the lowest levels of fitness and readiness for combat in the Canadian forces. Platoon weapons were on British lines although the Winnipeg Grenadiers were short of Bren guns, one section in the platoon replacing the Bren with the Lewis Gun. They have no jungle-craft rating as Hong Kong is wooded in parts, but has no jungle. Troop Type: Regular Platoon Force Rating: -3 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 3 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Pistol Sergeant, Senior Leader, Rifle 2" mortar with two crew Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren or Lewis Gun LMG with three crew Six riflemen Medical Orderly__________ Barbed Wire______________ Entrenchment for one Team Engineer Demolition Team List Two Roadblock____________________________ Minefield____________________________ Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew_____________ Sniper Team__________________________ Pre-Game Barrage_____________________ List Three I | List Four Infantry Section with Junior Leader Vickers MMG with five crew List Five Forward Observation Officer with 3" mortar section Canadian Support Options The support options listed above relate to support selected from within the battalions. The Canadians may select support from any other list which relates to Empire forces in Hong Kong. Selecting from the Hong Kong Volunteer Defence Corps list may be done at no additional cost. Selecting support from British or Indian lists costs one additional point for each option chosen. Characteristics As a result of a lack of time in theatre to train, this Unit has no Characteristics. Due to a significant shortage of mortar ammunition, a Canadian force calling for a bombardment does so as though it is its second bombardment, with no guarantee of availability. 47
HKVDC Support List List One Hong Kong Volunteer Defence Corps Platoon, 1941 By 1941, the Hong Kong Volunteer Defence Corps comprised of seven rifle companies, five artillery batteries, five machine gun platoons and an armoured car platoon. It would be easy to dismiss this as a local Home Guard but the Corps was well used to military duties, having been the sole British military presence in the colony during the Great War. In 1941, they were expected to play a significant role in the defence of their homes. They were not to disappoint. Battalion structure and Platoon weapons were largely identical to British regulars with the exception of the Lewis gun which replaced the Bren due to a shortage of the more modern weapon, the Brens being retained for the carriers. HKDVC troops fought with a gritty determination. They have no jungle-craft rating as Hong Kong is wooded in parts but has no jungle. Troop Type: Regular Platoon Force Rating: -1 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Thompson SMG Sergeant, Senior Leader, Rifle Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Lewis LMG with three crew Six riflemen Medical Orderly Adjutant_________________ Barbed Wire______________ Entrenchment for one Team Engineer Demolition Team Local Scouts Car with no crew Anti-Aircraft Machine Guns List Two Roadblock________________ Minefield________________ 2" mortar Team, two crew Anti-Aircraft Artillery Pre-Game Barrage_________ List Three Bren Carrier with Bren gun, two man crew and Junior Leader_________________________________ BSA motorcycle combination with Vickers MMG and three crew List Four Hong Kong Armoured car with Junior Leader HKVDC Infantry Section with Junior Leader Vickers MMG with five crew 2 pounder Anti-Tank gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Characteristics As per the main rules, British trained Infantry benefit from Five Rounds Rapid and Concentrated Fire. Due to a significant shortage of mortar ammunition, an HKVDC force calling for a bombardment does so as though it is its second bombardment, with no guarantee of availability. HKVDC Units selected as support choices by other Units are never Unreliable Allies. 48
Malay Infantry Support List List One Malay Regiment Platoon 1941 to 1942 The Malay Regiment was formed in 1932 as an experimental unit; the British being unsure whether the local population were disciplined enough for professional soldiering. They were to be surprised and impressed, both before the outbreak of war and by the resilience and determination shown by the regiment in the defence of their homeland. Battalion structure and Platoon weapons were largely identical to British regulars with the exception of the Lewis gun which replaced the Bren due to a shortage of the more modern weapon. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -7 Command Dice: 5 Medical Orderly Adjutant Barbed Wire Entrenchment for one Team Engineer Demolition Team Car with no crew Anti-Aircraft Machine Guns Thompson SMG for one Leader List Two Roadblock_____________________________ Minefield_____________________________ Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew______________ Sniper Team___________________________ Anti-Aircraft Artillery Pre-Game Barrage______________________ List Three Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 2 2 3 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, SMG Sergeant, Senior Leader, Rifle 2" mortar with two crew Boys Anti Tank rifle, two crew Rifle Sections One to Three Bren Carrier with two man crew and Junior Leader________________________________________ Bren Carrier with Boys Anti-Tank Rifle, two man crew and Junior Leader List Four Engineer Section with Junior Leader Malay Infantry Section with Junior Leader Vickers MMG with five crew_________________ 2 pounder Anti-Tank gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section | Corporal, Junior Leader, Rifle LMG Team Rifle Team Lewis Gun with three crew Six riflemen Characteristics The Malay Regiment benefit from Five Rounds Rapid. 49
Burma Rifles Support List List One Burma Rifles Platoon 1941 to 1942 Formed in 1917 when Burma was administratively part of colonial India, the Burma Rifles was largely made up of immigrant Indians or Gurkhas or from the minority tribal groups such as the Kachin, Karens or Chins. The colonial authorities were under the impression that indigenous Burmese majority were not suitably martial or disciplined and from 1927 to 1940 they were not recruited. Expanded in 1940 from four to eight regular battalions, the original battalions and two British battalions in the colony were 'milked' to provide a cadre for the new ones, with a dilution of quality across the board. In 1942 the performance of the Burma Rifles was mixed, with significant desertion, especially from among the Burmese recruits. Battalion structure and Platoon weapons were largely identical to British regulars. Burma Rifles troops should be rated as Green. They are Untrained in jungle warfare. Troop Type: Green, Poor Jungle Troops Platoon Force Rating: -9 Command Dice: 4 Medical Orderly Barbed Wire Entrenchment for one Team Replace one Lewis Gun with a Bren Gun List Two Roadblock_______________ Minefield_______________ 2" mortar Team, two crew Ant-Aircraft Artillery Pre-Game Barrage________ List Three List Four Engineer Section with Junior Leader Burma Rifles Secton with Junior Leader Characteristics The Burma Rifles were rapidly expanded in 1941 and the process of integrating the new men into the units was a slow one. As a result of a lack of training, this Unit has no Characteristics. Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 2 2 3 3 4 Special J Platoon Headquarters Lieutenant, Senior Leader, SMG Havildar, Inferior Senior Leader, Rifle 2" mortars with two crew Rifle Sections One to Three | Naik, Junior Leader, Rifle LMG Team Rifle Team Lewis Gun with three crew Eight riflemen 50
Volunteer Corps Support List List One Volunteers Defence Corps, 1941 to 1942 This list represents the various colonial volunteer corps that operated in Malaya, Singapore and Burma under such titles as Malay States Volunteer Rifles, Straights Settlement Volunteer Force, Burma Auxiliary Force, Burma Frontier Force. Volunteers from all races and parts of society formed these units, but European, Anglo-Indian, Anglo-Burmese and Anglo-Malay members were specifically called up for duty. Weaponry was limited by what was available. Some specialist units in Singapore and Burma fielded armoured cars and carriers and these are represented as support options for all troops fighting in that theatre. Their contribution was not inconsiderable and certainly marked out by their bravery. Troop Type: Green, Poor Jungle Troops Platoon Force Rating: -11 Command Dice: 4 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 2 3 4 Special J Platoon Headquarters Lieutenant or Subedar, Inferior Senior Leader, Rifle Sergeant or Havildar, Inferior Senior Leader, Rifle Lewis Gun Team Lewis Gun with five crew Rifle Sections One to Three Corporal or Naik, Junior Leader, Rifle Ten riflemen Barbed Wire_______________ Entrenchment for one Team Engineer Demolition Team Local Scouts Car with no crew Anti-Aircraft Machine Guns List Two Roadblock_________________________________ Minefield_________________________________ Upgrade one Inferior Senior Leader to Senior Leader____________________________________ Jemadar, Inferior Senior Leader Pre-Game Barrage__________________________ List Three List Four Volunteer Rifle Section with Junior Leader Vickers MMG with five crew Characteristics As per the main rules, colonial volunteers benefit from Five Rounds Rapid. 51
Indian Infantry Support List List One Indian Army Platoon 1943 This platoon could be from the Indian Army or one of the Princely States that were raised by local rulers. This list also represents the Gurkha troops of the Indian Army. By 1943 the Indian Army were in the process of reorganising and retraining and had abandoned most of their motor transport and replaced it with mules and horses. These troops are rated as Experienced Jungle Troops. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -1 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Medical Orderly Adjutant Barbed Wire___________________ Entrenchment for one Team Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Anti-Aircraft Machine Guns Thompson SMG for one Leader List Two Roadblock Minefield Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew______________ Sniper Team___________________________ Anti-Aircraft Artillery_______________ Pre-Game Barrage______________________ List Three I | Gurkha Platoon Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: 1 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Platoon Headquarters VCO Jemadar, Senior Leader, Pistol Havildar, Senior Leader, Rifle 2" mortar with two crew Boys Anti-Tank Rifle, two crew List Four Infantry Section with Junior Leader_________ Vickers MMG with five crew__________________ 2 pounder Anti-Tank gun with five crew and Junior Leader_______________________________ 40mm Bofors Gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Characteristics Indian Infantry benefit from Five Rounds Rapid, Concentrated Fire and VCO. Gurkhas also use the Jaya Maha kali, Ayo Gorkhali characteristic. Rifle Sections One to Three | Naik, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Six riflemen One man with Thompson SMG 52
Indian Infantry Support List List One British Infantry Platoon 1943 This platoon represents the organisation of a British Platoon operating in the Arakan in 1943. Reorganised for Jungle Warfare and combining limited training with hard won experience. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -1 Command Dice: 5 Medical Orderly Adjutant Barbed Wire Entrenchment for one Team Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Ant-Aircraft Machine Guns Thompson SMG for one Leader Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Thompson SMG Sergeant, Senior Leader, Thompson SMG 2" mortar with two crew Boys Anti-Tank Rifle, two crew List Two Roadblock_____________________________ Minefield_____________________________ Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew Sniper Team Anti-Aircraft Artillery_______________ Pre-Game Barrage______________________ List Three | Daimler Dingo with Junior Leader | List Four Rifle Sections One to Three [Corporal, Junior Leader, Thompson SMG LMG Team Rifle Team Bren LMG with three crew Five riflemen One man with Thompson SMG Infantry Section with Junior Leader Vickers MMG with five crew__________________ 2 pounder Anti-Tank gun with five crew and Junior Leader_______________________________ 40mm Bofors Gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Characteristics As per the main rules, British Infantry benefit from Five Rounds Rapid and Concentrated Fire. 53
"Commando" Platoon, 1943 to 1944 Following the British withdrawal from Burma in 1942, Brigadier R.T. Cameron of the 17th Indian Division wrote a report suggesting lessons that could be learnt from the defeat. This seminal document became the basis for the restructuring of the Indian Army. As a temporary measure, one platoon in each battalion would be formed from picked men, those most comfortable operating in the jungle, and under the most dynamic officers to serve as the "Commando" Platoon. This could be deployed as a full Company by combining all three platoons in a Brigade. The following platoons represent one such Commando Platoon which reduces manpower but increases firepower significantly. Troop Type: Regular, Jungle Warriors Platoon Force Rating: 2 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 Command Dice 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Thompson SMG Sergeant, Senior Leader, Thompson SMG Rifle Sections One to Three | Corporal, Junior Leader, Thompson SMG LMG Team Rifle Team Bren LMG with three crew Four riflemen One man with Thompson SMG Commando Platoon Support List List One Adjutant Upgrade Lieutenant to a Ranking Leader Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Local Scouts List Two Roadblock Red Dice 2" mortar Team, two crew Sniper Team____________ Pre-Game Barrage_______ List Three | Hurribomber Attack | List Four British or Indian Infantry Section with Junior Leader Vickers MMG with five crew 2 pounder Anti-Tank gun with five crew and Junior Leader List Five Forward Observation Officer with 3" mortar section Characteristics As per the main rules, British Infantry benefit from Five Rounds Rapid and Concentrated Fire. 54
Chindit Platoon, 1943 The Chindits owed their existence to General Wavell's sponsorship of Brigadier Orde Wingate and his ideas on guerrilla tactics and their employment in modern warfare. With General Wavell's support, Brigadier Wingate re-trained and reorganised the 77th Indian Brigade into what was officially termed Long Range Penetration Groups. However, the self- applied nickname of "Chindits" was the name that they were best known by. The Chindits were not raised from select volunteers but rather line units converted to the role. Under Wingate these units underwent rigorous training which weeded out those men not suitable for the type of warfare they were going to conduct. Extensive training was given in fieldcraft, demolitions, battle fitness (especially cross-country marching) and weapon handling. The end result was troops who were mentally and physically prepared for extended operations in the Burma jungle. Wingate reorganised the units into semi- independent "Columns" that were structured to operate on their own inside enemy territory. Each Column was built around a Rifle Company along with a Support Group, a Burma Rifles Platoon who took on the reconnaissance role and a misnamed "Commando Group" (actually demolition experts) drawn from the local 142 Commando). The following platoons represent those committed to Operation Longcloth in 1943. These could be British or Gurkha Troops. Troop Type: Regular, Jungle Warriors Platoon Force Rating: 3 Command Dice: 5 with automatic Red Dice Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Rifle Sergeant, Senior Leader, Thompson SMG Rifle Sections One to Three | Corporal, Junior Leader, Thompson SMG LMG Team Rifle Team Bren LMG with three crew Five riflemen One man with SMG Chindit Support List 1943 List One Medical Orderly Adjutant___________________________ Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Entrenchment for one Team Burma Rifles Scout Team Thompson SMG for one man or Leader List Two Roadblock________________________ Boys Anti Tank Rifle Team, two crew 2" mortar and two crew___________ Local Scouts_____________________ Sniper Team______________________ List Three List Four Captain, Ranking Senior Leader, with SMG Chindit Section with Junior Leader Burma Rifles Section Vickers MMG with five crew List Five Forward Observation Officer with 3" mortar Section Characteristics As per the main rules, this Platoon benefits from Five Rounds Rapid, Concentrated Fire and Blitz Party. Gurkha Chindits also use the Jaya Mahakali, Ayo Gorkhali characteristic. 55
Burma Rifles Platoon, 1943 Despite the poor performance of the rapidly over- expanded Burma Rifles battalions during 1942, the Regiment went on to be highly rated for its work in later campaigns, in 1943 providing one platoon to serve as guides for the Chindit columns. In this role they provided exceptional security and intelligence, using their local knowledge and expert jungle warfare skills to allow the Chindits to outmanoeuvre their Japanese opponents. The following platoons represent a Burma Rifle platoon committed to Operation Longcloth in 1943. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +5 Command Dice: 5 with automatic Red Dice Burma Rifles Support List 1943 List One Medical Orderly Adjutant Engineer Demolition Team Engineer Wire Cutting Team Entrenchment for one Team Local Scouts Burma Rifles Scout Team Thompson SMG for one man or Leader List Two Sniper Team Boys Anti Tank Rifle Team, two crew List Three I | List Four Burma Rifles Section with Junior Leader Chindit Section with Junior Leader Vickers MMG with five crew Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J List Five Forward Observation Officer with 3" mortar Section Platoon Headquarters Captain, British Ranking Leader, Pistol Lieutenant, British Senior Leader, SMG Characteristics This platoon benefits from Five Rounds Rapid and Guerilla Tactics Rifle Sections One to Four [jemadar, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Six riflemen 56
British Infantry Platoon 1944 to 1945 This platoon represents British troops recruited in the United Kingdom operating in the Far East from the battles on the Indian frontier onwards to the end of the war. Platoon weapons were identical to those issued in earlier campaigns but the SMG was now more prevalent and the Boys AT rifle had been replaced by the PIAT. The player may elect, at no cost, to not field the PIAT, adding the crew to his rifle sections where they will use their rifles. Most British units are rated as Regular. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +5 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, SMG Sergeant, Senior Leader, SMG 2" mortar with two crew PIAT, two crew Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Four riflemen Two men with Sten SMGs British Infantry Support List List One Medical Orderly Adjutant Barbed Wire Entrenchment for one Team Engineers Mine Clearance Team Engineer Demolition Team Engineers Wire-Cutting Team Local Scouts Jeep with no crew List Two Roadblock Minefield Red Dice PIAT Team with two crew 2" mortar Team, two crew Sniper Team Pre-Game Barrage List Three Universal Carrier with Bren Gun three man crew and Junior Leader Hurribomber Attack List Four Engineer Section with Junior Leader British Infantry Section with Junior Leader Vickers MMG with five crew 40mm Bofors Gun with five crew and Junior Leader Flamethrower Team, three crew List Five 6 pounder Anti-Tank gun with five crew and Junior Leader 1 List Six 1 Forward Observation Officer with 3" mortar | Platoon Characteristics This Platoon benefits from Five Rounds Rapid, Concentrated Fire and Blitz Party. 57
British Infantry Support List List One Indian Army Platoon 1944-45 This platoon represents the Indian Army troops who fought at the Admin Box, on the Tiddim Road and around Imphal and Kohima and then in the liberation of Burma. It represents any Indian Army unit including Gurkha troops. Due to a combination of training and experience this platoon is rated as Jungle Warriors. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +4 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Gurkha Platoon Troop Type: Regular, Jungle Warriors Platoon Force Rating: +5 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters VCO Jemadar, Senior Leader, Pistol Havildar, Senior Leader, Sten SMG 2" mortar with two crew PIAT two crew Medical Orderly Adjutant Barbed Wire Entrenchment for one Team Barbed Wire Engineers Mine Clearance Team Engineer Demolition Team Engineers Wire-Cutting Team Jeep with no crew Thompson SMG for one man or Leader List Two Roadblock_______________ Minefield_______________ Red Dice________________ PIAT Team with two crew 2" mortar Team, two crew Sniper Team Pre-Game Barrage List Three Universal Carrier with Bren Gun three man crew and Junior Leader Hurribomber Attack List Four Engineer Section with Junior Leader Infantry Section with Junior Leader Vickers MMG with five crew 40mm Bofors Gun with five crew and Junior Leader Flamethrower Team, three crew List Five 6 pounder Anti-Tank gun with five crew and Junior Leader List Six Rifle Sections One to Three | Naik, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Four riflemen Two men with Sten SMGs Forward Observation Officer with 3" mortar Platoon Characteristics This Platoon benefits from Five Rounds Rapid, Concentrated Fire, VCO and Blitz Party. Gurkhas also use the Jaya Mahakali, Ayo Gorkhali characteristic. 58
Indian Motor Rifles Platoon 1944-45 The 4th Battalion Bombay Grenadiers were specifically allocated to the role of armour protection, for the Indian Army's Armoured Brigades, serving in four companies, one allocated to each Brigade. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -1 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters VCO Jemadar, Senior Leader, Thompson SMG Havildar, Senior Leader, Thompson SMG 2" mortar with two crew PIAT two crew Rifle Sections One to Three | Naik, Junior Leader, Thompson SMG LMG Team Rifle Team Bren LMG with three crew Three riflemen One man with Thompson SMG British Infantry Support List List One Medical Orderly Adjutant Engineers Mine Clearance Team Engineer Demolition Team Engineers Wire-Cutting Team Thompson SMG for one man List Two Roadblock Red Dice PIAT Team with two crew 2" mortar Team, two crew Sniper Team Pre-Game Barrage List Three Hurribomber Attack 1 List Four Engineer Section with Junior Leader Infantry Section with Junior Leader Vickers MMG with five crew Flamethrower Team, three crew List Five 6 pounder Anti-Tank gun with five crew and Junior Leader Forward Observation Officer with 3" mortar section Characteristics This Platoon benefits from Five Rounds Rapid and Concentrated Fire. Due to their close working relationships with armour, a Senior Leader may activate an armoured vehicle using a command Initiative, as though an armoured Senior Leader. 59
Indian Parachute Platoon 1944 to 1945 Raised in 1941 and expanded in 1942 with the addition of Indian units to be parachute trained, the Indian Parachute forces suffered from a paucity of appropriate equipment and, more significantly, suitable planes. The Indian Paras most famous encounter came in March 1944 when the area where the 50th Parachute Brigade was training became the front line of British defence at Shangshak due to rapid Japanese advances from the Chindwin towards Imphal. Here, they fought equipped as standard Indian infantry, in Jungle Greens rather than the Dennison Smock. The 50th Indian Parachute Brigade were to drop into action for the first time on the 1st of May in 1945 as part of Operation Dracula, the assault on Rangoon. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +3 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 Command Dice 2 3 4 4 5 Special Platoon Headquarters Indian Parachute Support List List One Medical Orderly Adjutant Entrenchment for one Team Barbed Wire_____________ Jeep with no crew List Two Roadblock Red Dice 2" mortar Team, two crew Sniper Team Pre-Game Barrage________ List Three | Hurribomber Attack | List Four | Vickers MMG with five crew List Five Forward Observation Officer with 3" mortar section________________________________ Para Secton with Junior Leader Characteristics As per the main rules, this Platoon benefits from Five Rounds Rapid, Concentrated Fire and Blitz Party. Gurkha Paras also use the Jaya Mahakali, Ayo Gorkhali characteristic. Due to their expectation of fighting without secure lines of communication, an Indian Parachute platoon will never field a Line of Communication Marker. Lieutenant, Senior Leader, Pistol British Sergeant, Senior Leader, Sten SMG Indian Sergeant, Senior Leader, Sten SMG 2" mortar with two crew armed with Sten guns Sniper Team Rifle Sections One to Three | Corporal, Junior Leader, Sten SMG LMG Team Rifle Team Bren LMG with three crew Four riflemen Two men with Sten guns 60
Tribal Levies 1944 to 1945 The Japanese forces occupying northern Burma did little to make themselves liked by the local population, with the charade of a co-prosperity sphere rapidly losing any lustre as Japanese troops abused the local population and, due to their own utterly deficient supply chain, stripped villages of food stocks. Whilst never popular with the Burmese population, the British retained the support of the northern hill tribes and were successful in recruiting and supplying a number of levies amongst the Naga, Chin, Kachin, Kamhau and Lahu tribes. It is noteworthy that with their defeats at Kohima and Imphal, more retreating Japanese were killed by these levies than by regular forces and their withdrawal turned into a living nightmare. The organisational structure was set in May 1944, but equipment was limited with weapons often captured on the North West Frontier and reissued. Troop Type: Green, Jungle Warriors Platoon Force Rating: -8 Command Dice: 4 Tribal Levy Support List List One Local Scouts_________________________ Satchel Charge_______________________ Jitter Party_________________________ Thompson SMG for one man or Leader List Two Roadblock__________________________________ Equip three men with a Bren Gun to form an LMG Team British Senior Leader List Three List Four Indian Rifle Section as per 1944 list with Junior Leader Characteristics As a result of a lack of formal training, this Platoon has no Characteristics. Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 2 3 3 3 4 Special J Platoon Headquarters Jemadar, Senior Leader, Rifle Havildar, Inferior Senior Leader, Shot Gun Levy Sections One to Four Naik, Junior Leader, Rifle Ten Sepoys with Rifles 61
African Infantry Platoon, 1944 to 1945 This platoon represents regular volunteer troops from both West and East Africa who served in the Far East from 1944 to the end of the war. These could be men from the King's African Rifles, Rhodesian African Rifles, the Regiments of the Gold Coast, Nigeria, Gambia, Sierra Leone and Northern Rhodesia. The placing of white officers and NCOs from southern Africa in command of men from central and eastern Africa led to an unfortunate disconnect between leaders and men, which is reflected here. Platoon weapons were identical to those issued to UK raised British troops although the battalion structured differed slightly, with Carrier Platoons notably absent. The player may elect, at no cost, to not field the PIAT, adding the crew to his rifle sections where they will use their rifles. Most British African colonial units will be rated as Regular. African Infantry in this period are generally rated as Experienced Jungle Troops but may also be fielded as Jungle Warriors. Troop Type: Regular, Jungle Warriors or Experienced Jungle Troops Platoon Force Rating: 3 for Jungle Warriors, 0 for Experienced Jungle Troops Command Dice: 5 Rifle Sections One to Three | Corporal (African), Junior Leader, SMG LMG Team Rifle Team Bren LMG with three crew Five Askaris with rifles One Askari with Sten British Infantry Support List List One Medical Orderly____________________ Local Scouts_______________________ Adjutant___________________________ Barbed Wire Entrenchment for one Team Engineers Mine Clearance Team Engineer Demolition Team___________ Engineers Wire-Cutting Team________ Jeep with no crew__________________ Thompson SMG for one man or Leader List Two Roadblock Minefield 2" mortar Team, two crew Sniper Team_____________ Pre-Game Barrage________ List Three Hurribomber Attack Universal Carrier with Bren Gun three man crew and Junior Leader List Four Engineer Section with Junior Leader Infantry Section with Junior Leader Vickers MMG with five crew List Five Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 3 3 4 4 5 Special J Platoon Headquarters Lieutenant (British), Senior Leader, Pistol Sergeant, (British) Senior Leader, SMG 2" mortar with two crew PIAT, two crew 6 pounder Anti-Tank gun with five crew and Junior Leader List Six Forward Observer Team with 3" mortar platoon Characteristics This Platoon benefits from Five Rounds Rapid and Concentrated Fire. 62
British Infantry Support List List One Assam Rifles Platoon 1943 to 1945 The Assam Rifles had been founded by the East India Company in the 19th century to protect the tea estates of the region. With the fall of Burma in 1942, the Assam Rifles were upgraded from a purely para-military police force to serve as light infantry forming a screen between the Indian border and the Chindwin River. The Assam Rifles worked with V-Force, gathering information in Japanese occupied districts where platoon sized units were attached to the intelligence cells. However, the unit also served in a more conventional role, most notably at Imphal where their contribution was invaluable. Local Scouts Entrenchment for one Team Sten SMG for one man or Leader List Two Roadblock____________________________ Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew_____________ List Three List Four | Infantry Section with Junior Leader | | Vickers MMG with five crew_______________________I List Five | Forward Observer Team with 3" mortar section | Troop Type: Regular, Jungle Warriors Platoon Force Rating: 0 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 2 3 4 4 5 Special J Platoon Headquarters Jemadar, Senior Leader, SMG Sergeant, Senior Leader, SMG 2" mortar with two crew Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Seven riflemen Characteristics This Platoon benefits from Five Rounds Rapid and Concentrated Fire. 63
Chindit Platoon, 1944 By the time of Operation Thursday in 1944, the principle of Long Range Penetration had developed from the mobile column harassing the enemy rear areas to a full blow incursion of multiple Brigades operating from permanent Strongpoints which, in the nature of a medieval castle, would dominate the surrounding area, allowing the troops stationed there to range freely but always return to the protection of the well-defended base. The following platoons represent those committed to Operation Thursday and which fought under General "Vinegar Joe" Stilwell in the disastrous actions around Mogaung. These forces could be British, Gurkhas or Nigerian Rifles of the West Africa Brigade. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +4 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Lieutenant, Senior Leader, Thompson SMG Sergeant, Senior Leader, Sten SMG Rifle Sections One to Three | Corporal, Junior Leader, Sten SMG LMG Team Rifle Team Bren LMG with three crew Five riflemen One man with Sten SMG Chindit Reconnaissance Platoon, 1944 With insufficient Burma Rifles troops available, the 1944 Reconnaissance Platoon was made up of British, Gurkha or Nigerian troops but with a section of Burma Rifles attached, usually under an officer or senior NCO. The following platoons represent those committed to Operation Thursday and which fought under General "Vinegar Joe" Stilwell in the disastrous actions around Mogaung. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +7 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special Platoon Headquarters Lieutenant, Senior Leader, Sten SMG Sergeant, Senior Leader, Sten SMG Rifle Sections One to Three | Corporal, Junior Leader, Rifle LMG Team Rifle Team Bren LMG with three crew Five riflemen One man with Sten SMG Burma Rifles Section | Lieutenant, Senior Leader, SMG RifleTeam Rifle Team One man with Sten SMG Three men with Ml Carbines One man with Sten SMG Three men with Ml Carbines 64
Chindit Support List 1944 List One Characteristics Medical Orderly Adjutant__________________________ Barbed Wire_______________________ Engineer Demolition Team Engineer Wire Cutting Team Entrenchment Local Scouts______________________ Thompson SMG for one man or Leader These Platoons benefit from Five Rounds Rapid, Concentrated Fire, Guerilla Tactics and Blitz Party. Gurkha Chindits also use the Jaya Mahakali, Ayo Gorkhali characteristic. List Two Roadblock Minefield Red Dice Burma Rifles Scout Team 2" mortar and two crew Sniper Team Pre-Game Barrage_______ PIAT Team with two crew List Three | Hurribomber Attack List Four Ranking Senior Leader with SMG Chindit Section with Junior Leader Vickers MMG with five crew 40mm Bofors Gun with five crew and Junior Leader 2 pounder Anti-Tank gun with five crew and Junior Leader Flamethrower Team, three crew List Five Forward Observation Officer with 3" mortar Section Chindit Support Options The choices in red may only be selected when the scenario involves a Japanese attack on a Chindit Stronghold. 65
Army Commando Section 1945 Devised as a means of hitting hard against Nazi Germany in the aftermath of Britain's withdrawal from continental Europe, the organisation of the Commandos had changed and evolved, although their role remained constant, if somewhat expanded. In January 1945, with Slim's forces advancing on Rangoon, it was decided that amphibious Commando landings on the coast of Arakan could isolate and destroy Japanese forces in that region. No longer operating in small bands against the coast of Europe, this operaton saw Brigade-sized landings and the Commandos fighting in a more conventional role. A Commando was comprised ofsixTroops including one support troop of heavier weapons such as the Vickers MMG and 3" mortars. Each troop was made up of two Sectons. Troop Headquarters included all lighter support weapons, such as PIAT, 2" mortar and Sniper as well as medical personnel. These are listed as support optons. 1 Commando had been using the Garand Rifle since they operated alongside US forces in Operaton Torch and 5 Commando were again issued with them in Burma. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +3 Command Dice: 5 with automatic Red Dice Force Morale Track Force Morale 1 2 3 4+ Command Dice 2 3 4 5 Special J Section Headquarters Lieutenant, Senior Leader, SMG Sergeant, Senior Leader, SMG Rifle Squads One and Two Lance Sergeant, Junior Leader, SMG LMG Team Bren LMG with three crew One man with Thompson SMG Six men with Garand Rifles Bren LMG with three crew One man with Thompson SMG Six men with Garand Rifles As part of changes made due to the dense jungle terrain of the Arakan, the Army Commandos experimented with different formations for Fighting Patrols in the Jungle. This alternative structure may be used. Platoon Force Rating: -2 Patrol Headquarters | Lieutenant, Senior Leader, SMG Rifle Squad One | Lance Sergeant, Junior Leader, SMG LMG Team Rifle Grenadier Team Bren LMG with three crew One man with Enfield Grenade launcher Two men with Garand Rifle Rifle Squad Two | Lance Sergeant, Junior Leader, SMG Rifle Team Rifle Team Four Men with Ml Garand One man with Thompson SMG Four men with Garand Rifles Characteristics This platoon benefits from Marching Fire, Concentrated Fire and Go Commando. 66
Royal Marine Commando Section 1945 When the 3rd Commando Brigade was deployed to the Far East, 42 and 44 Commandos of the Royal Marines were part of this joint Army and Marine force destined to play a key role in the destruction of Japanese forces in the Arakan. Like their Army counterparts, a Commando was comprised of six Troops including one support troop of heavier weapons such as the Vickers MMG and 3" mortars. Sub-unit sizes had been set based on the capacity for the assault craft that would transport the Troop to the landing area. Whilst the two services were operating under the same constraints, some evolutionary changes saw the Army and Royal Marine Commandos differ in detail. Each troop was made up of two identical Sections, one of which is shown below. On arrival in Burma, the Royal Marine Commandos were issued with the Garand Rifle to standardise the Brigade's weapons. Both the Army and the Marine Commandos share the same support lists. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -3 Command Dice: 5 with automatic Red Dice Section Headquarters Lieutenant, Senior Leader, Garand Rifle Assault Sub-Section | Sergeant, Junior Leader, SMG Rifle Team LMG Team One man with Thompson SMG Five men with Garand Rifles Bren LMG with four crew No.2 Sub-Section | Sergeant, Junior Leader, SMG Rifle Team LMG Team One man with Thompson SMG Five men with Garand Rifles Bren LMG with four crew Support Sub-Section | Corporal, Junior Leader, SMG Support Team 12" mortar with two crew Sniper Team | Sniper Team Characteristics This platoon benefits from Marching Fire, Concentrated Fire and Go Commando. Force Morale Track Force Morale 1 2 3 4+ Command Dice 2 3 4 5 Special J 67
Commando Support List List One Medical Orderly Adjutant Drinks Cabinet Engineers Mine Clearance Team Engineer Demolition Team Engineers Wire-Cutting Team Thompson SMG for one man List Two Roadblock PIAT Team with two crew 2" mortar Team, two crew Sniper Team Pre-Game Barrage_______ List Three List Four | Hurribomber Attack | Engineer Section with Junior Leader__________ Infantry Section with Junior Leader__________ Vickers MMG with five crew___________________ Flamethrower Team, three crew List Five I I Forward Observer Team with 3" mortar platoon | List Six A Commando force may select support options from other British lists for 1944 or 1945 at the cost of one additional point per selection. 68
RAF Regiment Flight 1944-45 This platoon represents a Rifle Flight of the RAF Regiment responsible for defending airfields and the radar stations which were often deployed well forward of British positions to provide early effective warning. A new Regiment, formed in 1942, they fought with distinction around Imphal in India and at Meiktila in Burma. Platoon weapons were largely identical to those issued to army units but with the significant omission of light mortars and anti-tank weapons. In Imphal the RAF Regiment are rated as having Poor Jungle Craft but by 1945 they are Experience Jungle Troops. Troop Type: Regular, Poor Jungle Craft Platoon Force Rating: -3 Command Dice: 5 Flight Headquarters Flight Lieutenant, Senior Leader, SMG Flight Sergeant, Senior Leader, SMG Rifle Sections One to Three | Corporal, Junior Leader, Sten SMG LMG Team Rifle Team Bren LMG with three crew Four riflemen Two men with Sten SMGs British Infantry Support List List One Medical Orderly__________ Barbed Wire Entrenchment for one Team Jeep with no crew List Two Roadblock Minefield List Three Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 3 3 4 4 5 Special J Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -1 Command Dice: 5 India Pattern Carrier with Junior Leader Hurribomber Attack Bren Team with four crew and Junior Leader List Four Rifle Section with Junior Leader_________ 40mm Bofors gun with five crew and Junior Leader___________________________________ Hispano 20mm cannon with five crew and Junior Leader List Five Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Bren Section with two four-man Bren Teams and Junior Leader Forward Observation Officer with 3" mortar section Characteristics This platoon benefits from Five Rounds Rapid and Concentrated Fire. 69
Armour Support 1941-45 British use of armour in the Far East was limited by the deployment of all of her resources to the Middle East and then the European theatre. In 1942 the lack of perception of a real threat from Japan saw much of the armoured support present limited to a rather mixed bag of armoured cars used by local volunteer defence forces alongside the limited number of light armoured vehicles and carriers that were part of an infantry battalion. Much of the British Army's perceptions of the potential for armour, and specifically tanks, in Malaya and Burma seems to have been coloured by the view that "tanks can't operate in Jungle". However, the arrival of the Stuart Light Tanks of the 7th Armoured Brigade in Burma in 1942 made a significant contribution to the British attempt to extricate themselves and avoid a total collapse. Nevertheless, despite numerous examples of how tanks and armour could fight in terrain previously considered unsuitable, the Far East theatre was always the poor relation and the armour that was committed was usually outdated and in insufficient numbers. to the infantry. The Australians were unique in mounting the Vickers in a Universal Carrier. The India Pattern Light tanks saw very limited action on Singapore Island. Hong Kong 1941 List Three | HKVDC Armoured Car The only armour deployed in Hong Kong were the armoured cars fielded by the Hong Kong Volunteer Defence Corps. These are best described as "home- made", being constructed in a dock-side Go-Down workshop. The most modern were built in 1940 and 1941 on a Bedford chassis and equipped with two Vickers MMGs, each in its own turret. Here we have listed the AFVs present by campaign. All have a Junior Leader when selected. Malaya 1941-42 List Three Marmon Herrington Mk III Light Tank Mk Ila India Pattern List Four Australian Carrier with Vickers MMG Lanchester 6x4 Armoured car Mk I and Mk II In Malaya the Lanchesters were issued to the local defence units but also notably used by the Argylls along with the Marmon Herringtons which were issued without weapons and used those allocated 70
I^MS^Stuart^LightJank^ The Rolls Royce cars were from the Burma Auxiliary Force, a local defence unit and, unusually for the pattern, had just one 0.303 Vickers mounted in each. Daimler Mk I Armoured Car Humber Armoured Car 71
British National Characteristics Five Rounds Rapid and Concentrated Fire from the main rule book are used. The following additional Characteristics are added when the appropriate troop types are fielded. I/CO Due to the additional numbers of Viceroy Commissioned Officers in the Indian Army, any platoon with the VCO chracteristic will automatically field an Adjutant at no cost. Marching Fire Armed with the US Ml Garand, British Commandos benefit from the US Characteristic of Marching Fire. When a Leader is attached to a Team or Section and uses two or more Command Initiatives to activate them, they may move with 1D6 and fire at full effect or move with 2D6 and fire with half the normal dice. The Ml Garand re-rolls any l's rolled when firing. Go Commando Expected to operate behind enemy lines with limited access to resupply, the Commando units went into acton carrying additional ammunition. A Commando Unit that is within 9" of a friendly Jump- Off Point may replenish its supply of hand grenades at the cost of one Chain of Command Point. Jaya Mahakali, Ayo Gorkhali! Gurkha troops were feared by many of their enemies and displayed a ferocious close combat ability. Their enthusiasm for using their Kukris in close combat likely added to their reputation. Gurkha units always count as Stubborn in Close Combat. When they initiate Close Combat, any 4's rolled in the first round of Close Combat inflict one point of Shock on their opponents. Treat all terrain (not Obstacles) as one movement category lower (i.e. Heavy Going becomes Broken Ground). Guerilla Tactics A Platoon with this Characteristic may do one of the following once in the game: • Once during the game the player may deploy one Unit 6" further from a Jump-Off point than would normally be the case, including deploying directly into Close Combat without the use of a Chain of Command Dice. • Move a jump-off point up to 18" in any direction, so long as it is further than 12" from any enemy troops or Jump-Off Point. Blitz Party The importance of automatic weapons in the close quarter jungle fighting was recognised early and units in the Far East tended to have more of them than their counterparts in Europe. A tactic developed in the Indian Army was to form "Blitz Partes" comprised of a high number of automate weapons when concentrated fire-power was required. A Senior Leader may use all of his Command Initatves to form a Blitz Party from two sectons within 9" of his positon. This may include sectons that deploy in the current Phase. Both sectons detach their Bren Team and any SMG armed men in the Rifle Team. The two newly created Teams form the Blitz Party with the Bren gunners and SMG men from each secton operatng as one Team. This may not be within 4" of any enemy Unit. 72
Move the two Teams to within 4" of the Leader to form this new Unit where they are immediately placed on Overwatch. This re-organisation does not count as movement but the Teams will do nothing else in the Phase in which this happens. The Blitz Party formed is a new Unit made up of two Teams which subsequently operate as any normal section, following the rules for Unit integrity and sharing the effects of any hits as usual. The Blitz Party is commanded by the Senior Leader but may activate on a Command Dice roll of 2 as though a normal section. Individual Teams within the Blitz Party may activate on a Command Dice roll of 1. The Blitz Party is formed for the rest of the game, it many not break down to reform the original sections. The sections from which the Bren Teams and SMGs are detached are now reduced to being individual Rifle Teams under their Junior Leader. A Blitz Party may move with 1D6 and fire at full effect, or move with 1D6 and put down Covering Fire across a 4" frontage for each Team. British Support Options Defined Most of the units and support options on the lists above will be self-explanatory and their qualities covered by the National Arsenal Table. Some options are nation specific or benefit from further comment. These are below. Drinks Cabinet In a colonial situation the boredom of a long posting often meant that reliance on alcohol was even more prevalent than on Home Service. Only one Drinks Cabinet may be selected (even in the colonies!). Once during the game, a Senior Leader may rally 1D6 points of Shock from a Unit he is in contact with, be that part of the core force or a support option, by a liberal application of alcohol. A Drinks Cabinet may only be selected by a British or Australian Unit. Anti-Aircraft MGs Strengthening defences against aircraft can protect your troops from both prying eyes and from attack by Japanese aircraft. These weapons are not deployed on the table, but affect the chances of the Japanese successfully using their air power. See page 108. Anti-Aircraft Artillery More powerful than AAMGs, the artillery provides a greater level of protection against Japanese air activity. See page 108. 47mm Bohler Anti-Tank Gun These weapons were captured from the Italians in North Africa and shipped to Malaya to bolster British defences there. They were used by British, Indian and Australian units in the fighting there and in Singapore. Forward Observation Officer and 3" Mortar Section The British Forward Observer Team of this period is reliant on radio to the mortar battery but in tropical climes these were less than completely reliable. To reflect this, once the Forward Observer Team is placed on the table, he may not move. Mortar fire may only be called on to a point which the Observer Team can see from their location. However, it may be subsequently adjusted to fall out of line of sight providing other friendly troops can see the target. Only the Forward Observer may control mortar fire on a Command Dice roll of 1. A Senior Leader may not activate a Forward Observation Officer. 73
A mortar section bombardment covers a square area 12" by 12" with the aiming point at the centre. A mortar platoon bombardment covers a square 18" by 18" with the aiming point at the centre. Local Scouts Once the Patrol Phase is complete and the Jump Off Markers are placed, the player employing Local Scouts may elect to move one Jump Off Point up to 18" in any direction. However, the Jump Off Marker must be more than 12" from any enemy Jump off Point AND within or behind cover. Jitter Party A Jitter Party is a Japanese support option that may be used by Tribal Levies. See the Japanese list. Burma Rifles Scout Team or Section Unique to Chindit forces in 1943 or 1944, the Burma Rifles Scout Section may operate as per the 1943 list for that Platoon or may be divided into two four-man Scout Teams. These Scout Teams activate on a Command Dice roll of 1 or may activate using a single pip from the Chain of Command Dice, if available. When in Jungle Terrain, a Scout Team that is fired on may move 2" in any direction before the firing is resolved. This does not happen if ambushed by the enemy. SMG for man or Leader Some lists have the option to equip one Leader with an SMG, whereas others allow a Leader or a man to receive the weapon. Where a man is equipped with an SMG this will be one of the rifles in the Rifle Team. BSA Motorcycle with Vickers MMG Unique to the Hong Kong Volunteer Defence force. This has a crew of three men and is fired while the motorcycle is stationary. It may not fire and move in the same Phase. It always accounts as a target in the open when fired on unless positioned behind an obstacle. Ranking Senior Leader A Ranking Senior Leader will usually be a Captain or Major. They have four Command Initiatives and may attach to any Unit in a force. If they are wounded or killed, roll for a Senior Leader on the Bad Things Happen table. Hurribomber Attack The RAF and IAF were short of planes for much of the early part of the war against Japan and, as with armoured forces, tended to get whatever off-casts were not required or even effectively functional in other theatres. The Hurricane was one such plane that, obsolete in Europe, was re-tasked as a ground attack aircraft in the Far East. Only one Hurribomber Attach may be purchased. A Hurribomber attack supposedly allowed accurate support against ground targets to disrupt the enemy troops and the command structure. This is a variation on the Pre-Game Bombardment, happening immediately before the game begins. After the Patrol Phase is complete and the Jump Off Points have been placed, the Allied player can declare that they are attacking one Jump-Off Point in order to disrupt any enemy in that area. The Jump Off Point will be temporarily unavailable until the Japanese player spends a number of Chain of Command Points. Roll a D6 to see how many Chain of Command Points are required. On a roll of 1, any troops attempting to deploy from that Jump Off Point roll as though under a Pre-Game Barrage during the first game Turn, as covered in the main rules. On any other result, the Jump-Off Point will be unusable until the Japanese player chooses to play the required number of Chain of Command Points. Roll Effect Oorl Treat as Pre-Game Barrage 2 or 3 Two Points 4 or 5 Three Points 6 Four Points 74
Japanese Anti-Aircraft Defences If the Japanese are fielding Anti-Aircraft MGs or Anti-Aircraft Artillery, they may allocate these defences prior to the Hurribomber attack. Place a dice marked 1 to 3 (or 4 in some scenarios) on the Japanese Jump Off Points. If the Japanese player has selected AAMGs, they may choose one Jump Off Point to defend. If they have AA Artillery they may defend two Jump Off Points. The player notes which Jump Off Points are defended. After the British player has declared which Jump Off Point the Hurribomber is attacking, the Japanese player reveals if that Jump Off Point has been defended. Apply -1 to the effect roll for a Hurribomber attack on a defended Jump Off Point. British Armament Notes Most weapons are covered in the Arsenal table below, but some require additional comment. All of the limitations for loss of Team members and movement with reduced crews that are in the main rules apply here. Hand Grenades British Sections each have three hand grenades and one smoke grenade. Grenades are thrown only when a Leader spends a Command Initiative to initiate this, with one grenade being thrown for each Command Initiative used. To reflect the superiority of the No.36 Mills Bomb over the Japanese grenade, all grenades used by Empire and Dominion forces will use three hit dice in all terrain. Smoke Grenades Against Fortifications By 1944 the British smoke grenade was a No.77 White Phosphorous grenade that not only produced smoke but also scattered lethal particles in the immediate vicinity. This made the weapons especially effective in a confined space of a Fortification. When "posted" into the aperture of a Fortification, the British Smoke Grenade strikes with 6D6 and doubles any Shock caused. 2" Mortar The British 2" mortar has unlimited smoke rounds but just three rounds of High Explosive. It has no theoretical minimum range, but at under 12" the crew would use their rifles to avoid being hit by shrapnel from their own rounds. Flamethrower Team The British introduced the Lifebuoy Flamethrower to the Far East theatre in 1944. This has a range of 12" and sufficient fuel for three attacks. A fourth attack may be made if a Chain of Command Dice is spent. See the Limited Ammunition rule on Page 11. Shot Gun In order to arm the Tribal levies of northern Burma the British resorted to issuing weapons confiscated during decades of low-level campaigning on the North West Frontier. The selections of weapons was weird and wonderful, at least initially, and most antiquated pieces were replaced by Lee Enfield weapons of a Great War vintage as soon as possible. However, the sporting shot gun did prove popular and in the Tribal Levies list is carried by the Havildar. It has a range of 9" and rolls 3D6, hitting as though at Close Range. Universal Carrier with Vickers MMG This option is peculiar to Australian forces in Malaya and Singapore and may not be selected as a support option by any other force. It has the same factors as theUniversalcarrier,buthasaVickersMMG mounted in the front compartment that fires with 10D6. Hispano 20mm Canon This air defence weapon was used against ground targets. Fires HE with 6D6 and AP with 4D6. 75
British Master Arsenal Infantry Weapons Weapon Firepower Close Effective Notes Lewis Gun 5 0-18" Over 18" Lose two Firepower when crew reduced to one man Bren Gun 6 0-18" Over 18" Lose two Firepower when crew reduced to one man Vickers MMG 10 0-24 Over 24" Lose two Firepower when crew reduced to one man 2" mortar 2 With LOS No LOS Reduce cover by one level unless target has overhead cover 3" mortars 4 Any range Dice for hits on all Teams within the barrage area. All units Pinned Armoured Cars & Scout Cars Vehicle Armour A.P. H.E. Speed Secondary Notes Universal Carrier 2 As weapon Fast Open body, Low profile, Small India Pattern Carrier 2 LMG Wheeled Open Body, Low Profile Daimler Armoured Car 3 5 MG Wheeled No HE. No Hull MG Humber Armoured Car 3 5 3 Wheeled No Hull MG Daimler Scout Car 3 2 LMG Wheeled Either Boys or LMG mounted Open top, Small, Low profile HKVDCA.Car 2 MMGs Wheeled Two Turrets with one MMG each Marmon Herrington III 2 As weapon Wheeled Single Bren gun or Boys AT rifle Open top, 1MT Lanchester 6x4 2 1 HMG Wheeled HMG and LMG in turret Unreliable Rolls Royce India Pattern 2 - MMG Wheeled Single MMG in turret Small, Unreliable Tanks Vehicle Armour A.P. H.E. Speed Secondary Notes Mk Ila Inda Pattern 2 - MG Average Small Vickers Mk VIB 2 1 MG Fast Co-axial MG Small Valentine Mk II 6 5 1 Slow Co-axial MG М3 Stuart 4 5 3 Fast Hull and Co-axial MGs М3 Lee 5 5(7) 3(6) Average Turret (Hull), Co-axial MG М3 Grant 5 5(7) 5(6) Average Turret (Hull), Co-axial MG Sherman V 7 7 6 Average Hull and Co-axial MGs Anti-Tank and Infantry Guns Weapon A.P. H.E. Weight 2 pounder AT Gun 5 1 Medium 6 pounder AT Gun 7 4 Medium Bofors 40mm AA Gun 5 6 Heavy Boys Anti-Tank Rifle 2 1 Man-Portable
EAST INDIES The Royal Netherlands East Indies Army, Koninklijk Nederlands-lndisch Leger, better known simply as "KNIL", was established in 1814 to serve in the Dutch colonies in the Far East. Its role was initially to suppress the elements of the indigenous population who objected to colonial rule and with the pacification of the region and overseeing the internal security of the Dutch colonies. The idea that it would be called upon to defend Dutch territory against an external aggressor was never considered and the force was entirely ill-equipped to do so. The KNIL was predominantly recruited from the indigenous population, in particular the Christian minority tribes, along with obligatory conscripted service among the Dutch and European settlers and a small number of Dutch Royal Marines who supplemented that force. Paramilitary in its nature, the KNIL was 35,000 men strong in 1941 with 28,000 being indigenous regular troops. This force was supplemented by part-time reserve forces in a variety of locally raised militias who were responsible for the defence of their locality. Entirely administered within the colonies, the KNIL was not part of the Dutch Armed Forces. This was advantageous in that its structure was intact after the fall of the Netherlands in 1940 but this was cold comfort when faced with the unpleasant realisation that they were an orphan colony with no mother-country to assist them. From 1936 onwards, the KNIL commenced a wide-ranging modernisation effort in response to changes in world events. More modern weapons and training were introduced; motorisation was commenced and new units were formed. This process continued into the 1940s and was still underway when the Japanese attacked in January 1942. The Japanese war against the Dutch Far East colonies came about as a direct result of the imposition of sanctions by the United States in July 1941 to penalise Japan for their on-going war in China. The embargo on sales of oil to Japan was a body blow. Japan had no such natural resources and their reserves were only sufficient to last just over a year. At that point their economy would grind to a halt. Rather than force a withdrawal from China, this embargo, supported by Britain and later by the Dutch government in exile, ensured that Japan would strike out against western possessions in the region in an attempt to secure the resources required to fulfill their political and military agenda. In fact, the Japanese took great care to ensure the capture of Dutch oil wells intact. At that time the Dutch East Indies was one of the world's top four producers of oil and this seizure of assets was the only excuse Japan needed to justify an invasion. By the time of the invasion, the KNIL was organised into a mix of Field Battalions for general warfare against an external aggressor and Garrison Battalions for internal security and law & order duties. The latter were static units usually employed for airfield and facility protection duties after hostilities broke out. There was also a separate, embryonic mechanised group with light tanks, armoured cars and locally made Armoured Personnel Carriers. These assets 77
were dispersed amongst the Infantry groups and employed in support of them. As with everything in the KNIL, there were not sufficient forces or supporting assets to go round and, in an attempt to defend everywhere, the Dutch presented the Japanese with a succession of weak outposts which they could, and did, defeat in detail. In solidarity with her Allies, the Dutch government in exile declared war on Japan on the 8th of December 1941. However, Japan was content to simply ignore the Dutch territories until it had completed other more pressing military tasks elsewhere. Japan launched probing attacks on outlying Dutch installations on Borneo in December with an eye on securing airfields and oil production centres. However, their main attacks were launched as late as the 11th of January 1942, after their official declaration of war on the Netherlands. A series of landings, including three parachute drops, saw outpost after outpost rapidly overcome, again with oil and airfields the target. The Dutch had over 300 aircraft in their eastern colonies at the start of the conflict but these were largely antiquated and not intended for military use. The Japanese were able to destroy most of this "air force" rapidly and then with almost complete control of the skies, advance in a succession of operational bounds, each within the 400 mile limit of their own aircraft. Once fresh airfields has been secured by ground troops, they could press on to the next objective. The Japanese divided their forces into three main bodies, Western, Centre and Eastern, each offering support to the others. The Eastern Force advanced through Ceran and Timor with the Western Force focussing initially on Sumatra. This allowed the Centre Force to focus on Borneo. In this way the outlying Dutch possessions were able to be consumed one at a time before the final assault on the island of Java, the jewel of Dutch possessions for over 300 years. Across the colonies a series of gallant but futile last stands typified the war. In may cases actions were fought for long enough to destroy valuable oil resources to stop them falling into Japanese hands but these were gestures and the damaged oil wells were back in production within weeks. There can be no doubt that the Dutch were defeated effectively in detail and in short order. By 28 March 1942 all KNIL forces had surrendered. A vast Empire and all of its natural resources had fallen to the Japanese. With over 50% of their army being local militias, unable to undertake any war of manoeuvre, the limited number of regular troops could only provide local support and never mount an effective counter-stroke against the Japanese. Where Allied contingents from Britain and Australia were present they were in too few numbers to influence the outcome on anything other than a local level. Fielding a Dutch force will allowthe player to choose from some varied lists and in some cases, call upon allies to assist them. They are a defensive force and their choice of support options reflects this and the limited resources they had access to. 78
KNIL Field Force Platoon This KNIL force represents the regular troops who were tasked with defending the Dutch colonial possessions. The majority of the force was based on Java, but individual battalions were spread throughout the outlying islands, ensuring that there was insufficient strength to halt the Japanese at any single point. Despite great efforts to modernise from 1937 onwards, equipment was not delivered due to demand in Britain, France, the United States and the Netherlands, as those nations attempted to re- arm and then fight their own wars. Ultimately, the force was too small in numbers to defend an empire the size of Europe against an enemy with overwhelming localised numbers despite some creditable performances and acts of individual heroism. This force represents a regular infantry force of mixed European and indigenous troops who were the front-line defence against the Japanese. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -3 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 3 3 4 4 5 Special J Platoon Headquarters KNIL Field Force Support List List One M39 SMG for Junior Leader Entrenchment for one Team Anti-Aircraft Machine Guns Satchel Charge__________________ Bantam GP Blitz Buggy. No crew Barbed Wire Roadblock Engineer Demolition Team List Two Anti-Aircraft Artillery Pre-Game Barrage Overvalwagen Type В White M3A1 Scout Car with driver List Three M38 Solothurn Anti-Tank Rifle with 5 crew Vickers Carden-Loyd Light Tank with Junior Leader List Four Vickers M23 MMG Team with 5 crew Marechaussee Squad with Junior Leader Marmon-Herrington CTLS-4 TA Light Tank with Junior Leader______________________________ Alvis Straussler AC3D Armoured Car with Junior Leader Bofors Model 21 7.5cm Mountain Gun List Five Forward Observation Officer with 81mm mortar section Autolette Light Truck with 12.7 M30 HMG with three crew and driver KNIL Field Force Squad with Junior Leader PAG Bohler 47mm Anti-Tank Gun with five crew and Junior Leader Luitenant, Senior Leader, Pistol Sergeant 1st Class, Senior Leader, MP 28 SMG Rifle Squads One to Three | Brigadier, Junior Leader, MP 28 SMG LMG Team Rifle Team Madsen M15 6.5mm LMG with two crew Five riflemen Seven riflemen 79
KNIL Garrison Platoon The KNIL Garrison troops were the local forces, chiefly made up of volunteers, who defended their locality, such as the town-based Stadswacht and their rural equivalent in the Landwacht or the general Landstorm European militia. With the declaration of war, these volunteers were supplemented with short-service volunteers of the Kort Verband and even a corps of elderly veterans, each over fifty years old, in the Reserve Korps Oud Militerien. These hastily assembled 'Home Guard' forces lacked both training and equipment but were often deployed in support of a core of regular troops from the Field Force. Their performance was unsurprisingly poor, although the elderly veterans of the 'RK' did gain the admiration of the Japanese for their bravery and stubbornness. Troop Type: Green, Poor Jungle Troops. Platoon Force Rating: -12 Command Dice: 4 Force Morale Track KNIL Garrison Force Support List List One Satchel Charge_______________ Bantam GP Blitz Buggy. No crew Entrenchment for one Team Barbed Wire "Het Oud Kanon"______________ Roadblock List Two Pre-Game Barrage Entrenchment for one Squad Madsen M15 LMG with two crew and three 'handlanger' with rifles Overvalwagen Type A___________________ List Three |Schwarzlose MMG with five crew List Four Vickers M23 MMG Team with 5 crew Marechaussee Squad with Junior Leader Characteristics Reserve Korps Oud Militerien troops should be rated as Stubborn. Force Morale 1 2 3 4 5+ Command Dice 2 2 2 3 4 Special J Platoon Headquarters Sergeant 1st Class, Senior Leader, Thompson SMG Rifle Squads One to Two Brigadier, Junior Leader, Thompson SMG Fourteen riflemen 80
KNIL Marechaussee Platoon The Marechaussee were a para-military police force whose function was to operate in a counter- insurgency role and deal with any rebellion among the subject tribes. They rarely served in the areas where the men were recruited, but their expert local knowledge and fieldcraft led them to being well-suited to operating behind enemy lines. In fact, a small Marechaussee unit was deployed to Malaya to assist British operations there where it successfully harassed Japanese lines of communication, before withdrawing to Sumatra after the fall of Singapore. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +2 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 3 4 5 Special J | Luitenant, Senior Leader, Pistol Wachtmeester, Junior Leader, Rifle Fourteen riflemen Thompson SMG for one Junior Leader Entrenchment for one Team Satchel Charge Bantam GP Blitz Buggy. No crew Barbed Wire Roadblock Pre-Game Barrage Entrenchment for one Squad Madsen M15 LMG with two crew and three 'handlanger' riflemen Overvalwagen Type A Marechaussee Scout Team. Four men with rifles | Schwarzlose MMG with five crew 1 Vickers M23 MMG Team with 5 crew | Marechaussee Squad with Junior Leader Unit Characteristic Darting Attack Equipped with their characteristic Klewang sword and intimate knowledge of the terrain, the Marechaussee count as Aggressive in the first round of Close Combat. When moving into Close Combat with an enemy, they may withdraw 9" after one round of combat if the player chooses to do so. If this option is chosen, they must withdraw in the direction they attacked from. 81
KNIL Cavalry Platoon The KNIL Cavalry were going through a process of modernisation at the time of the Japanese invasion, with the majority of their force still operating as horse mounted infantry. For these troops, use the standard Field Force list. A number of Squadrons were now motorised and the following represents one of those. KNIL Cavalry Support List List One Satchel Charge________________ Bantam GP Blitz Buggy. No crew Roadblock_____________________ Engineer Demolition Team LMG mounted on vehicle List Two | White M3A1 Scout Car with driver | Each squad was equipped with three Bantam GP Blitz Buggies with support coming in the form of White Scout cars carrying the Vickers MMG and a Troop of three Alvis Straussler armoured Cars. These may be selected as support options. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: 0 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 3 3 4 4 5 Special J Platoon Headquarters List Three | M38 Solothurn Anti-Tank Rifle with 5 crew | List Four Vickers M23 MMG Team with 5 crew Marmon Herrington CTLS-4TA___________________ White M3A1 Scout Car with Recce Team. One five man LMG Team with Madsen M15 and Junior Leader Alvis Straussler AC3D Armoured Car with Junior Leader Characteristics All KNIL Cavalry, whether horse or vehicle mounted, may deploy 3" further from their Jump Off Points, as though on bicycles. Luitenant, Senior Leader, SMG Wachtmeester, Senior Leader, SMG Five riflemen Madsen M15 6.5mm LMG with two crew and two 'handlanger' with rifles Rifle Team |^Fivejjflemen 82
Cavalry Reconnaissance Troop An improvised force operating in and around Batavia, this cavalry unit makes for an interesting, if weak, force around which other units can be added. Whilst units like this are usually restricted to specific pint Sized Campaigns, it is worth adding this here as an indication of the very improvised nature of Dutch forces. Each Team would be mounted in a Blitz Buggy to form a highly mobile force. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +3 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 3 3 4 4 5 Special J Platoon Headquarters KNIL Cavalry Recce Support List List One Bantam GP Blitz Buggy. No crew Engineer Demolition Team LMG mount on vehicle List Two | White M3A1 Scout Car with driver | List Three | M38 Solothurn Anti-Tank Rifle with 5 crew | List Four Marmon Herrington CTLS-4 TA with Junior Leader Characteristics All KNIL Cavalry, whether horse or vehicle mounted, may deploy 3" further from their Jump Off Points, as though on bicycles. Luitenant, Senior Leader, SMG Wachtmeester, Senior Leader, SMG Brigadier, Junior Leader, SMG Rifle Squads One and Two Five riflemen MMG Team Sergeant, Junior Leader, SMG One Vickers MMG with five crew Armoured Car Junior Leader Marmon Herrington CTLS-4TA 83
Marine Platoon The Royal Dutch Marines had been the traditional guardians of the Netherlands overseas possessions and the corps had gained a reputation for professionalism and resilience. By 1941, its role had largely been usurped by the KNIL; however, a makeshift battalion was present on Java comprised of Marines and naval personnel who were hastily armed for action on land. Many of the weapons used by this impromptu unit were Italian, supplied by the British after being captured in North Africa. Despite their reputation, this force was far from being a coherent military unit and failed to halt the advance of overwhelming Japanese forces. This platoon represents a platoon of Marines or a platoon of naval personnel fighting on Java in March 1942. Troop Type: Regular, Poor Jungle Troops Platoon Force Rating: -2 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 3 4 5 Special J Platoon Headquarters Marine Support List List One Thompson SMG for one man Entrenchment for one Team Anti-Aircraft Machine Guns Satchel Charge Bantam GP Blitz Buggy. No crew Barbed Wire Roadblock______________________ Engineer Demolition Team List Two Anti-Aircraft Artillery Breda LMG team, five crew Pre-game Barrage Overvalwagen Type В Braat List Three | M38 Solothurn Anti-Tank Rifle with 5 crew | List Four Vickers M23 MMG Team with 5 crew Overvalwagen Kanonwagen Marechaussee Squad with Junior Leader List Five FOO with off-board 81mm mortar section Autolette Light Truck with 12.7 M30 HMG with three crew and driver KNIL Field Force Squad with Junior Leader PAG Bohler 47mm Anti-Tank Gun with five crew Luitenant, Senior Leader, SMG Sergeant 1st Class, Senior Leader, SMG Breda 30 6.5mm LMG with four crew Eight riflemen 84
Dutch National Characteristics The following characteristics apply to all Dutch forces serving in the East Indies. De Hoofdweerstandsstrook With little hope of halting the Japanese in a battle of movement, the Dutch forces were keen to make their enemy pay for their gains. As such, they often focussed on defending a static defensive position. For each two Entrenchments selected, the Dutch player gains a third at no cost. Where the game is at or near an airfield or a strategically important industrial facility, such as oil wells, the Dutch player may convert two entrenchments selected into a single bunker which is rated as a Fortification. This will have firing positions for two LMG teams and ten men in total. The Player may reorganise their force as they wish to accommodate using this fortification. Singapore Sling Even before the fall of Singapore in February 1942, a number of British and Australian units found themselves deployed to Dutch territories. As a result, the Dutch may select British support options, who will be Unreliable Allies, and those from the Australian "Black Force" List where it is considered historically appropriate or desirable. Due to the Australian Diggers' record of determination and stubborn resilience, these are not treated as Unreliable Allies. Dutch Support Options Defined M38 Solothurn Anti-Tank Rifle Team This large, cumbersome but powerful weapon could not be readily carried by one man. This weapon may not move and fire. If the crew of this weapon drops to one man, it may not move at all. Bantam Blitz Buggy. This vehicle is a small jeep and can hold a crew of one Team of up to five men. Anti-Aircraft MGs Strengthening defences against aircraft can protect your troops from both prying eyes and from attack Japanese aircraft. These weapons are not deployed on the table, but affect the chances of the Japanese successfully using their air power. Anti-Aircraft Artillery More powerful than AAMGs, the artillery provides a greater level of protection against Japanese air activity. Pre-Game Barrage Due to lack of numbers, KNIL artillery was fairly dispersed and had limited fire control capability. This reduced its responsiveness and availability. To reflect the above, the KNIL pre-game barrage may be used as normal, with enemy units being able to deploy if they roll a 3 to 6 on a D6 during the first Turn, as opposed to the 4 to 6 in the main rules. Alternatively, the KNIL player may elect to bombard a single enemy Jump Off Point. During the first Turn of play, enemy units may only deploy from that point on a roll of 4 to 6. KNIL Garrison Squad If a player selects this option as a support, it is organised as the standard squad from the Garrison Force list with one Junior Leader. Roll a D6. On a 1 to 4, the unit is Green. On a 5 or 6 it is Regular, possibly from the Reserve Korps of elderly veterans. 85
Overvalwagen Type A and В These open-topped armoured trucks had originally been designed for internal security duties by the local Garrison Forces but many were requisitioned by the Field Force in the absence of anything better. A whole squad of 15 men could be transported. There was little practical difference between the Type A and В models; the Type A with its LMG fired through a porthole rather than using a fixed weapon mount fires with 4D6. The Type В fire with 6D6 due to a more stable mount. The Marines were equipped with a small number (possibly as small as one!) vehicles fitted with a 37mm naval gun of 19th Century vintage. This is listed as the Kanonwagen. Bofors M-21 75mm Gun The most common artillery piece in the KNIL organisation. This mountain gun was regularly used in both a direct and indirect fire role. Marechaussee Scout Team These local para-military troops were recruited from the Christian minority tribes to keep control of the militant elements within the largely Muslim Indonesian population. Due to their being in their home terrain, they ignore all effects of heat exhaustion. They may activate on a Command dice roll of 1, or may use a single point from their Chain of Command dice, if available. PAG Bohler 47mm Anti-Tank Gun This Austrian designed weapon was delivered in limited quantities to the KNIL. It had no gun shield. Autolette Light Truck with 12.7 M30 HMG A 0.50 calibre Browning anti-aircraft machine gun mounted on a flat bed, open truck. This provides no cover for the crew but was mobile and provides 10 fire dice that reduce cover by one level. It activates as a single Team. LMG mount on Vehicle Limited to Cavalry units, this allows one LMG to be mounted on the vehicle. It must be crewed by the passengers and may not be dismounted for use away from the vehicle during play. This allows the LMG to fire as a normal vehicle mounted LMG, firing as a weapons position. Het Oud Kanon Stood outside the local Town Hall, a relic of colonial conquest and now a rusting symbol of a tarnished power, the 'old cannon' has been loaded up with whatever powder can be brought together with a charge of scrap metal, rusty nails and bits of glass. The 'Old cannon' has a range of 36" and has an 'H.E.' firepower of 6 with no AP capability. If three or more ones are rolled, it explodes striking its target as normal but also killing its crew and forcing a Bad Things Happen roll for a Team Lost. The Old Cannon deploys within 12" of a Jump- Off Point on a Command Dice roll of 1. It's crew must be "borrowed" from another Unit to fire it. It is a one shot weapon and cannot be reloaded nor may it be moved once deployed. Once the Oud Kanon has fired, the crew will (if they survive) automatically rejoin their normal Unit, whether that is deployed on-table or not. They do not need to physically move to rejoin that Unit. A maximum of one 'Old Cannon' may be selected. Forward Observation Officer and 81mm M30 Stokes-Brandt Mortar Section The KNIL Forward Observer Team of this period is reliant on fixed line telephone to the mortar battery. To reflect this, once the Forward Observer Team is placed on the table, he may not move. Mortar fire may only be called on to a point which 86
the Observer Team can see from their location. However, it may be subsequently adjusted to fall out of line of sight providing other friendly troops can see the target. Only the Forward Observer may control mortar fire on a Command Dice roll of 1. A Senior Leader may not activate a Forward Observation Officer. A KHIL mortar section bombardment covers a square area 12" by 12" with the aiming point at the centre. Dutch Armament Notes Madsen M15 LMG This is a short carbine magazine-fed LMG which is old but very reliable. It requires a crew of two but any casualties on the Team should be taken from the 'handlanger', ammunition carrying riflemen, before the LMG itself is removed. The handlanger may use their rifles to shoot when the LMG fires. Grenade Availability Dutch Squads (Groepen) have two hand grenades each. They have no smoke grenades. Grenades are thrown only when a Leader spends a Command Initiative to initiate this, with one grenade being thrown for each Command Initiative used. Dutch grenades strike with 2D6 in the open or 3D6 in a confined space such as a building. 87
Netherlands East Indies Master Arsenal Infantry Weapons Weapon Fire- power Close Effective Notes Madsen M15 LMG 5 0-18" Over 18" Breda 30 LMG 6 0-18" Over 18" Vickers M23 MMG 10 0-24" Over 24" Reduce to eight dice when reduced to one crew Schwarzlose M07/12 MMG 8 0-24" Over 24" Reduce to seven dice when reduced to one crew Colt 12.7mm M30HMG 10 0-24" Over 24" 8cm mortar 4 - Any Range Dice for hits on all Teams within the barrage area. All units Pinned. Armoured Cars & Carriers Vehicle Armour A.P. H.E. Speed Secondary Notes Bantam GP Blitz Buggy 0 - - Wheeled None Small, Low Profile Autolette with 12.7 M30 HMG 0 2 HMG Wheeled None Unreliable Overvalwagen Type A 2 - LMG Wheeled None Open Top. No Radio. Two Team/One Squad Capacity Overvalwagen Type В Braat 2 - MMG Wheeled None Open Top. No Radio. Two Team/One Squad Capacity Overvalwagen Kanonwagen 2 3 MMG Wheeled None Open Top. No Radio. One Team Capacity White M3A1 Scout Car 2 - MMG Wheeled None Open Top, Low Profile. One Team Capacity Alvis Straussler AC3D 2 2 HMG Wheeled Hull MG 1MT Vickers Carden Loyd 2 - Twin MG Fast None Small, Low Profile, 1MT Marmon Herrington CTLS-4TA 2 2 HMG Average Hull MG 1MT, No Radio Marmon Herrington Mk III 2 - MMG Wheeled None 1MT, No Radio, Unreliable Anti-Tank and Infantry Guns Weapon A.P. H.E. Weight PAG Bohler 47mm Anti Tank Gun 6 4 Medium Bofors M21 7.5mm Mountain Gun 4 6 Medium M38 Solothurn Anti-Tank Rifle 3 1 Semi-Man-Portable. See notes
JAPANESE EMPIRE Whilst the 1937 the Marco Polo bridge incident is seen as the event which precipitated the start of World War II in the Asia-Pacific region, conflict between the Japanese and China had been simmering since the 1931 occupation of Manchuria, following the Mukden Incident. Japan had spent much of its history closed to external trade and influences. However in the mid- nineteenth century it wasobligedtoopen its borders. Since that time the country had undergone a period of westernisation, chiefly in response to the way it had seen other Asian nations occupied and colonised. By adopting western styles of dress and trade they hoped to maintain their independence. Their involvement in the Great War on the side of the Entente powers would, they hoped, secure their place on the global stage. However, while Japan possessed aspirations of becoming a global player, it did not have the natural resources to achieve these. Dependent entirely on imports of iron, oil, coal and rubber to supply their burgeoning economy, the Japanese militarist faction saw the solution to these shortfalls as aggressive expansionism. The annexation of Manchuria provided them with iron and coal, but oil and rubber, so very critical to a modern manufacturing-based economy, were still missing. Unfortunately for the Japanese, their attempt to invade and defeat China between 1937 and 1940 stultified into an on-going grind that saw territory exchange hands but little achieved in the way of a knock out blow that could end the war. The 'Rape of Nanking' in December 1937 was symptomatic of an ill-disciplined army taking out its frustrations on a civilian population. It was an image of barbarism that shocked the world and rapidly bought them into political conflict with the western powers who increasingly attempted to put pressure on Japan to end the war by the application of economic sanctions. If such political measures were designed to force the Japanese to make peace, they were sadly misguided. The oil embargo of July 1941 left the Japanese with less than eighteen months supply of oil. Had global circumstances been different, Japan's hand may have been forced. As it was, the Japanese saw that Britain was fully engaged with its war against Nazi Germany and that the Netherlands was occupied and unable to send any aid to their Far Eastern colonies. If the United States Pacific Fleet could be destroyed, Japan would, it was argued, be free to rampage through the oil and rubber-rich western colonies of the Far East and Pacific region. With their offensive bogged down in China, a shift in geographical emphasis could rapidly allow the Japanese to build an empire that could provide them with all of the resources they needed. In December 1941 the attack on Pearl Harbour coincided with Japanese attacks on Hong Kong and Malaya. Small operations against Dutch oil installations on Borneo followed in the same month with a full declaration of war against the Dutch colonies occurring in January of 1942. Burma was invaded in December. What followed was a major shock to the western powers who, at all points, seemed quite unable to fathom the Japanese methods of war and could find no way to counter them. The Japanese military was built on the premise that lacking the industrial capability of the western 89
powers they could never compete on a level playing field. If they were to compete at all, they must create a positive from this negative and Japanese Tables of Equipment and operational doctrines were focussed on simplicity. Equipment was standardised in order to ease pressure on logistics. Doctrinal development was focussed on doing what the enemy could not do. Men on foot, even in extreme terrain, were more operationally flexible and tactically nimble than a force which was restricted to road movement. The supply and logistics issues that ensured the British reliance on roads was less of an issue for the Japanese, whose soldiers were expected to live off a fraction of the supply tonnage that western servicemen required. The emphasis on protecting the civilian population from the worst excesses of war, as encountered in the armies of the democratic nations, simply did not exist in Japanese doctrine. Local populations were seen as a source of food and transport that were there to be exploited. Such policies were not designed to endear the Japanese to the newly-conquered population, but were justified as a key contributor to achieving the desired end result. manoeuvre and, apparently, out-think a British-led force. The idea that the jungles and mountains, supposedly impassable, actually aided Japanese manoeuvre was beyond comprehension. Time and again, well-prepared defensive positions were abandoned because the Japanese had cut the road to their rear. In territories where roads suitable for motor transport were few and far between, the Japanese could anticipate with a large degree of certainty where the British Lines of Communication would be and move unopposed on foot, or using purloined civilian bicycles, to cut that line. A well- positioned road block could rob entire Divisions of their motor transport and force them to abandon supplies when their sole route of withdrawal was cut. This form of warfare was not new; it was so old that it had simply been forgotten in a world that valued modernity so highly. The spell of the "Japanese super-man" was sufficiently powerful to retain its magic for enough time for the initial campaigns of expansion to be completed. Britain had been thrown back to her bastion of India, the Netherlands vanquished entirely and the US expelled from the Philippines and her Pacific fleet British reports from Malaya and Burma in 1941 supposedly neutralised. speak of complete incredulity at the Japanese capability to, seemingly at will, outflank, out- Yet this image of the all-powerful jungle warrior 90
was as much an excuse for the failings of command as a reality. In fact, where allied soldiers had encountered the Japanese on relatively equal terms they were confident that they had given them a bloody nose and could beat them again. The problem would be to get the soldier who had not yet faced the Japanese to share that confidence, which flew in the face of rumour and reputation, and for high command to devise operational practices that would counter the Japanese advantages. In the Arakan in 1943 the British had a false start when the Japanese, supposedly masters of the offensive, dished out a text-book lesson in the art of defence. The Australians had first encountered Japanese defences at Buna and Gona in New Guinea and learned their lessons the hard way. Despite the tropical setting, the Japanese Army took their doctrine from the Germans and their study of the defence was based on the model of 1917 and 1918, with well-positioned bunkers and entrenchments offering mutual support. The rumour of Japanese invincibility was enhanced, as British and Indian troops were used unimaginatively in head-on assaults that, predictably, failed time and again. In such an environment it is unsurprising that the Japanese failed to develop a respect for their opponents and in 1944 their advance across the Chindwin into India was undertaken with the same enthusiastic belief in the Japanese spirit of the offensive that had won in 1942. Again, the high command believed, the Japanese would live on captured "Churchill rations", taken from their vanquished foes. However, the Japanese army of 1944 was not the same one that conquered all before it in 1941 and 1942. Burma had been stripped of almost everything that could be plundered and the local population was no longer a source of supply that could be relied upon. Tropical diseases, as much as manpower losses in combat, meant that the Japanese forces were now much leaner and less experienced than the long-service veterans that had conquered Hong Kong, Singapore and Rangoon. The war in the Pacific had sapped resources and much equipment that could have aided an invasion of Burma was being sent to the Pacific islands or reserved for the defence of the Home Islands of Japan; ground far more important to the Japanese militarists than any amount of Burmese jungle. The offensive that ended with the almost complete destruction of Japanese forces at Imphal and Kohima was not an attempt to invade India, but rather to create a defensive barrier that would secure Burma, after the operations of British long-range penetration forces had shown that the Chindwin River was not an effective barrier. This matched the Japanese policy at play in the Far East and Pacific generally, which was to create barriers to an allied advance that were so costly to overcome that no western democracy would be prepared to make that sacrifice. It was a naive and desperate policy that, with western industrial might, was always a false hope. What the Japanese had not anticipated was that their opponents would turn the tactical tables to become the masters. Field Marshall Slim's account of the war in Burma and Indian, Defeat into Victory, is well-named. Underhisleadershipthe Indian Army reached a point of military excellence where they could take on and defeat the Japanese wherever they encountered them. Increasingly desperate, the Japanese began to utilise the futile tactics of self-sacrifice as a means of slowing an enemy advance that could never truly be halted. The strategic policy of a managed, gradual withdrawal had become an unstoppable rout. The dropping of the atomic bombs on Japan is still the subect of much debate. What is certain is that had the war continued to its logical conclusion with the reconquest of Malaya and Singapore alongside 91
the invasion of Japan itself, the losses in conventional warfare would have vastly outnumbered those who died at Nagasaki and Hiroshima. What was also equally certain was that the Japanese Army of 1945 was already utterly defeated by an enemy who could outfight it on any battlefield. The Japanese are an incredibly interesting force to field in Chain of Command, whether you choose the all-conquering force of 1941 and '42, the defiant stalwarts of 1943 and 1944 or the backs-to-the-wall defender of the last ditch in 1945. All have their own traits and skills that ensure they are always a hard act to win against. Japanese officers were instructed to create plans that allowed their men to display their personal bravery and for the officer to show his ingenuity in command. In Chain of Command this is the approach to take. Far from the Banzai charging lunatics of stereotype, the Japanese are a rapier-like force that if wielded with skill can always defeat an opponent. The following lists provide a wide range of unit types that fought through the period 1941 to 1945 along with Support Lists appropriate for that force type. Japanese National Charactertistics The National Characteristics listed on pages 105 and 106 apply to all Japanese Units in the following lists. 92
Infantry Platoon, 1941 to 1942 The period 1941 to the end of 1942 saw the Japanese Army take the offensive against the western powers in the Pacific and Far East with the rapid fall of British possessions in Hong Kong, Malaya, Singapore, Burma and Sarawak. This is the Japanese Army of their "bicycle Blitzkrieg" era that rocked the Allied forces with their tactical abilities and sheer aggression. Troop Type: Regular, Jungle Warriors Platoon Force Rating: +8 Command Dice: 5 with automatic Red Dice Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Squads One to Three | Gocho, Junior Leader, Rifle LMG Team Rifle Team Type 11 LMG with four crew Nine riflemen Type 89 GD with four crew Infantry Support List 1941-42 List One Adjutant Barbed Wire Entrenchment for one Team Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Jitter Party Replace one rifle with Type 100 Rifle Grenade Satchel Charges Type 95 Reconnaissance Car, no driver List Two Roadblock Minefield Sniper Team Scout Team, three men Bicycles for the platoon Pre-game Barrage Ruse List Three Type 97 20mm Anti-Tank Rifle Team with five crew Type 94 37mm Anti Tank Gun with five crew and Junior Leader Type 89 l-Go with Junior Leader Type 95 На-Go light tank with Junior Leader Type 94 Те Ke tankette with Junior Leader Type 97 Te-Ke tankette with Junior Leader Zero Attack! List Four Type 92 MMG with five crew__________________ Type 41 75mm Mountain Gun with five crew Type 92 70mm Infantry Gun with five crew and Junior Leader_______________________________ Type 97 Flamethrower, three crew Type 97 Chi-На with Junior Leader List Five Infantry Rifle Squad with Junior Leader Captured М3 Stuart tank with Junior Leader 93
Cavalry Support List 1941-43 List One Cavalry Reconnaissance Platoon, 1941 to 1943 Within each Infantry Division was a Reconnaissance or Cavalry Regiment, made up of three squadrons, each of two rifle platoons. Despite the terminology, this was an infantry force that fought on foot and used horses, or bicycles, as a method of movement. This force represents a Platoon from a Cavalry Regiment or a Mounted Platoon from a Reconnaissance Regiment, being Jungle Warriors into 1942 and Experienced Jungle Troops in 1943. Cavalry units were not popular in the Japanese Army, largely as they did not have the correct communication equipment to undertake the reconnaissance role effectively, but also due to the need for fodder. As a result many were disbanded. Troop Type: Regular, Jungle Warriors in 1941 and 1942, Experienced Jungle Troops in 1943 Platoon Force Rating 1941-42: +4 Platoon Force Rating 1943: +1 Command Dice: 5 with automatic Red Dice Adjutant Engineer Mine-Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Jitter Party List Two Sniper Team Scout Team, three men Bicycles for the Platoon Pre-game Barrage Ruse List Three Type 94 37mm Anti Tank Gun with five crew and Junior Leader__________________________________ Type 89 l-Go with Junior Leader________________ Type 95 На-Go light tank with Junior Leader Type 94 Те Ke tankette with Junior Leader Type 97 Te-Ke tankette with Junior Leader Zero Attack! List Four Type 92 MMG with five crew Type 97 Chi-На with Junior Leader Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Grenade Discharger Squad Gocho, Junior Leader, Rifle GD Team GD Team Type 89 GD with three Type 89 GD with three crew crew 94
Motorised Reconnaissance Platoon, 1941 to 1943 The Motorised Reconnaissance force was part of the Divisional Reconnaissance Regiment. This could be the motorised element of a mixed mounted and motorised unit or one of two squadrons in a fully motorised Regiment. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +4 Command Dice: 5 with automatic Red Dice Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Infantry Support List 1941-43 List One Adjutant Medic Engineer Mine-Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Jitter Party Type 95 Reconnaissance Car, no driver List Two Sniper Team Scout Team, three men Pre-game Barrage Ruse List Three Type 94 37mm Anti Tank Gun with five crew and Junior Leader Type 89 l-Go with Junior Leader Type 95 На-Go light tank with Junior Leader Type 94 Те Ke tankette with Junior Leader Type 97 Te-Ke tankette with Junior Leader Captured Bren Carrier with Type 96 LMG, two man crew and Junior Leader Zero Attack! List Four Type 92 MMG with five crew Type 97 Chi-На with Junior Leader Type 89 GD with three Type 89 GD with three crew crew List Five | Captured М3 Stuart tank with Junior Leader GD Team Type 89 GD with three crew 95
Special Naval Landing Force 1941 to 1943 Naval Landing Support List 1941-43 List One The mid-war period, and specifically the attack on the western powers, saw the Special Naval Landing Parties deployed extensively throughout the Pacific theatre, as Japan expanded her area of control rapidly and dramatically. The SNLF units were unlike western Marine units where a professional esprit de corps existed, but were more a naval landing party in the 19th century style. They were aggressively led and may select a Red Dice to reflect this. The British fought a brief fight against an SNLF unit in North Borneo and Sarwak. Other SNLF forces took part in the invasion of the Dutch East Indies. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: -2 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5 6+ Command Dice 2 2 3 4 4 5 Special J Platoon Headquarters Nitoheiso, Junior Leader, Rifle Grenade Discharger Squad GD Team One GD Team Two Two Type 89 Dischargers Five crew Two Type 89 Dischargers Five crew Heisocho, Senior Leader, Sword and Pistol Squads One to Three | Kaigun Juni, Junior Leader, Type Su SMG LMG Team Rifle Team Type 11 LMG with four crew Six riflemen Adjutant Medic Satchel Charge Barbed Wire Entrenchment for one Squad Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire-Cutting Team Jitter Party Anti-Aircraft Machine Guns List Two Roadblock Minefield Red Dice Sniper Team Pre-Game Barrage Ruse List Three Type 94 37mm anti tank Gun with five crew and Junior Leader Type 95 На-Go light tank with Junior Leader Zero Attack! List Four Type 92 MMG with five crew Naval Infantry Rifle Squad with Junior Leader List Five Type 2 Ка-Mi amphibious tank with Junior Leader 96
Army Parachute Platoon, 1942 Army Parachute Support List 1942 List One The Army Parachute Regiments were formed for raiding and coup-de-main type actions supporting major operations and were intended to be relieved within 24 hours. Only the 2nd Regiment made a combat jump in support of the invasion of the Dutch East Indies in early 1942. The 2nd Parachute Regiment dropped at short notice to capture the airfield and oil refinery at Palembang in Sumatra. This drop was opposed by Dutch colonial forces and an ad hoc grouping of various allied troops in the area (British, Australian and even some Americans). This operation was mostly successful despite difficulties and casualties, and the paratroopers acquitted themselves well. No further major combat drops were conducted by the Army until 1944. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +2 Command Dice: 5 with automatic Red Dice Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Adjutant Medic Satchel Charges Exchange one rifle for a Type 100 SMG Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team List Two Sniper Team Roadblock Scout Team: 3 men with rifles Pre-game Barrage Ruse List Three Type 97 20mm Anti-Tank Rifle Team with five crew Zero Attack! List Four Type 92 MMG with five crew Parachute Engineer Squad Parachute Flamethrower Team of three crew Type 94 Anti Tank Gun Team with five crew and Junior Leader List Five Parachute Rifle Squad with Junior Leader Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Squads One to Three | Gocho, Junior Leader, Rifle LMG Team Rifle Team Type 96 LMG with four crew Nine riflemen 97
SNLF Parachute Platoon, 1942 In late 1941 the Japanese Navy raised two SNLF parachute units; Yokosuka 1st and 3rd, named after the naval base they were raised at. The two units only made one combat jump each during the war. This was in support of the invasion of the Dutch East Indies in early 1942. The 1st SNLF dropped to successfully capture the Celebes port of Menado but suffered significant casualties. The 3rd SNLF dropped on Dutch Timor to secure the local airfield. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +3 Command Dice: 5 with automate Red Dice Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters SNLF Parachute Support List, 1942 List One Adjutant Medic Satchel Charge_____________ Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team List Two Roadblock Sniper Team Pre-game Barrage______________ Ittoheiso, Inferior Senior Leader Ruse List Three Type 97 20mm Ant-Tank Rifle Team with five crew Zero Attack! List Four Parachute Engineer Squad Parachute Flamethrower Team of three crew List Five | Parachute Rifle Squad with Junior Leader Kaigun Chui, Senior Leader, Sword and Pistol Squads One to Three Notoheiso, Junior Leader, Rifle LMG Team LMG Team Type 96 LMG with three crew Type 96 LMG with three crew Rifle Team Four riflemen Grenade Discharger Squad I Gocho, Junior Leader, Rifle GD Team GD Team Type 89 GD with four Type 89 GD with four crew crew GD Team Type 89 GD with four crew 98
Infantry Support List 1943 List One Infantry Platoon, 1943 By 1943 the costly victories of 1941 and 1942 had taken their toll. Whist the organisational structure of the force had not changed by 1943, the quality of the troops was reduced due to losses in both battle and duetotheclimate. That said,theJapanese were more than capable of holding the line against Allied attacks and were comfortable on both the offensive and defensive and their support list reflects their ability to dig in and defend whilst retaining much of their aggressive flair. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating 1943: +5 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Squads One to Three | Gocho, Junior Leader, Rifle LMG Team Rifle Team Type 96 LMG with four crew Nine riflemen Grenade Discharger Squad Gocho, Junior Leader, Rifle GD Team GD Team Type 89 GD with four Type 89 GD with four crew crew Type 89 GD with four crew GD Team Barbed Wire Entrenchment for one Team Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Jitter Party Replace one rifle with Type 100 Rifle Grenade Satchel Charges Type 95 Reconnaissance Car, no driver List Two Roadblock Minefield Red Dice Sniper Team Scout Team, three men Bicycles for the platoon Pre-game Barrage SOS Barrage Ruse List Three Type 97 20mm Anti-Tank Rifle Team with five crew Type 94 37mm Anti Tank Gun with five crew and Junior Leader Type 89 l-Go with Junior Leader_________________ Type 95 На-Go light tank with Junior Leader Type 94 Те Ke tankette with Junior Leader Type 97 Te-Ke tankette with Junior Leader Zero Attack! List Four Type 92 MMG with five crew Forward Observer with Type 41 75mm Mountain Gun Type 92 70mm Infantry Gun with five crew and Junior Leader Type 97 Flamethrower, three crew Squad Prepared Position Type 97 Chi-На with Junior Leader List Five Infantry Rifle Squad with Junior Leader 37mm Anti-Tank Bunker Captured М3 Stuart tank with Junior Leader List Six | Ambush Bunker 99
Infantry Support List 1944-45 List One Infantry Platoon, 1944 to 1945 Fighting a war of attrition against an enemy they are certain will make peace if casualty levels become politically unacceptable, this force represents a force weakened by losses and a lack of replacement manpower. This Japanese force would be found anywhere across the Pacific or Far East theatres. Troop Type: Regular, Experienced Jungle Troops Platoon Force Rating: +1 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 3 4 4 5 Special J Platoon Headquarters Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Adjutant Medic Satchel Charge Barbed Wire Entrenchment for one Team Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Type 100 SMG for Junior Leader Replace one rifle with Type 100 Rifle Grenade Bahadur Group List Two Tank Killer Team of three men Roadblock Red Dice Minefield Sniper Team Scout Team, three men Pre-Game Barrage Anti-Aircraft Machine Guns SOS Barrage Ruse CONTINUED OVERLEAF Gocho, Junior Leader, Rifle Squads One to Three LMG Team Rifle Team Type 96 LMG with four crew Six riflemen Grenade Discharger Squad | Gocho, Junior Leader, Rifle GD Team GD Team Type 89 GD with three crew Type 89 GD with three crew GD Team Type 89 GD with three crew 100
List Three Type 97 20mm Anti-Tank Rifle with five crew Type 1 37mm Anti-Tank Gun with Junior Leader and five crew Conscript Infantry Squad with Junior Leader Type 89 l-Go with Junior Leader Type 95 На-Go light tank with Junior Leader Type 94 Те Ke tankette with Junior Leader Type 97 Te-Ke tankette with Junior Leader List Four MMG Team: Type 92 MMG with 5 crew Type 1 47mm Anti-Tank Gun with five crew and Junior Leader________________________________ Type 92 70mm Infantry Gun with Junior Leader and five crew________________________________ Regular Infantry Rifle Squad with Junior Leader Engineer Squad_______________________________ Type 97 Flamethrower Team, three crew Squad Prepared Position______________________ Type 97 Chi-На with Junior Leader____________ List Five Forward Observer with 81mm mortar section Type 41 75mm gun with hollow charge round, Junior Leader and five crew Large Bunker Type 97 Shin-Hoto with Junior Leader List Six Ambush Bunker 47mm Anti Tank Bunker Type 1 Ho-Ni I SPG (75mm gun) with Junior Leader 101
Commando Platoon, 1945 Japanese Commando forces were not present in large numbers but they were used for raids against allied targets in Burma in 1945. Their structure was fixed but armament was selected depending on the mission The following force represents a Command Platoon Commando Support List 1945 List One Type 100 SMG for one man Satchel Charge Engineer Mine Clearing Team Engineer Demolition Team Engineer Wire Cutting Team Convert three men to a Grenade Discharger Team Troop Type: Regular, Jungle Warriors Platoon Force Rating: -3 Command Dice: 5 with automatic Red Dice. Force Morale Track Force Morale 1 2 3 4+ Command Dice 2 3 4 5 Special J Platoon Headquarters List Two Tank Killer Team of three men_____________________ Sniper Team_______________________________________ Convert three riflemen to a Type 96 LMG Team Scout Team of 3 men with rifles Ruse List Three Type 97 Flamethrower Team of three crew Chui, Senior Leader, Sword and SMG Gunso, Inferior Senior Leader, SMG Medic Squads One to Three Gocho, Junior Leader, SMG Nine riflemen Engineer Team Three men The three man Engineer Team may be equipped for wire cutting, demolition or mine clearing at no cost. 102
Japanese Lines of Communication Platoons, 1943 to 1945 The Japanese were acutely aware that in many places their forces were at the end of supply lines stretching many hundreds of miles and there was a limit how much they could simply pillage from the local population. The following unit could be found in Burma fighting against Chindits in 1943 and 44 or against the XIV Army's advance in on Mandalay and Rangoon 1945. The first is a Guard Platoon for static duties, the second a Mobile Platoon which would react to any threats. Guard Platoon Troop Type: Green, Poor Jungle Troops Platoon Force Rating: -5 Command Dice: 4 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 3 3 4 Special J Platoon Headquarters Chui, Inferior Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Rifle Squads One to Four Gocho, Junior Leader, Rifle Twelve riflemen Platoon Headquarters Chui, Senior Leader, Sword and Pistol Gunso, Inferior Senior Leader, Rifle Rifle Squads One to Three Gocho, Junior Leader, Rifle Twelve riflemen LMG Squads One and Two | Gocho, Junior Leader, Rifle 1 LMG Team Rifle Team I One Type 11 LMG with 1 Ifour crew Six Riflemen Grenade Discharger Squad | Nitoheiso, Junior Leader, Rifle GD Team One GD Team Two One Type 89 Discharger four crew One Type 89 Discharger four crew Line of Communication Support List List One Adjutant Barbed Wire Entrenchment for one Team List Two Type 11 37mm Infantry Gun, five crew and Junior Leader__________________________ Minefield______________________________ Entrenchment for one Squad_____________ Ruse___________________________________ Type 3 MMG with five crew Roadblock List Three Mobile Platoon Troop Type: Regular, Poor Jungle Craft Platoon Force Rating: 2 Command Dice: 4 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 3 3 4 Special J Type Ru 7.7mm MMG with five crew Type 11 70mm mortar section Squad Prepared Position List Four Anti-Tank Bunker with Type 11 37mm Infantry Gun, five crew and Junior Leader 103
Indian National Army Platoon 1944-45 Formed immediately after the fall of Singapore, the INA presented itself as an independent forces that would lead the invasion of India, thereby provoking a popular uprising. Undoubtedly some of its members were fervent nationalists, but many were also victims of circumstance who joined up to avoid prison, or worse, at the hands of the Japanese. The INA were first committed to battle during the battles for Imphal and Kohima and, given their lack of equipment, performed well, albeit their total lack of heavy weapons meant they were better suited to the defence. Later fighting around Mandalay and further south saw the INA dogged by desertion, at all levels. INA Support List List One Medical Orderly_________ Entrenchment for one Team Bahadur Group___________ List Two Roadblock Entrenchment for one Section Boys Anti-Tank Rifle Team with two crew 2" mortar Team, two crew Sniper Team__________________________ List Three Pre-Game Barrage Bren Carrier with Bren Gun three man crew and Junior Leader List Four Infantry Section with Junior Leader Vickers MMG with five crew This platoon is dressed in early war British khaki drill uniforms. It is largely equipped with British weapons. Troop Type: Regular, Poor Jungle Craft Platoon Force Rating: -7 Command Dice: 5 Force Morale Track Force Morale 1 2 3 4 5+ Command Dice 2 2 3 4 5 Special J Platoon Headquarters I^LieutenantJnfeno^enior^Leadei^Pistd LMG Sections One to Two | Havildar, Junior Leader, Rifle Rifle Section Three INA Support Options For fighting in Burma, the INA may select support choices from any Japanese Support List but must pay one additional point for any option selected. Any Japanese force may select support from the INA Support List but these will be treated as Unreliable Allies. The loss of an INA Unit will not affect Japanese Force Morale. Characteristics This force benefits from the British characteristic Five Rounds Rapid and Bahadur Group. Havildar, Junior Leader, Rifle nine riflemen 104
Japanese National Characteristics Spirit of Bushido The Japanese military placed much emphasis on the concept of Seishin, strength of will, and their version of the Bushido code. To reflect this the following rules apply. • The Japanese apply a +1 to their Force Morale roll at the start of the game. • While they have five Command Dice AND retain all of their Jump-Off Points, the Japanese apply a -1 roll to all Bad Things Happen rolls. • Once in a game, the Gunso Inferior Senior Leader may apply a liberal dose of corporal punishment and rally 1D6 Shock from any Unit he is with. If more than one Unit is within 6", he may share the removal of Shock between more than one Unit. However, the total amount of Shock rallied may not exceed the number of pips rolled on the D6. On a roll of 6, the Gunso goes too far and removes one man from that Unit and no Shock is removed. • Any Unit in a Fortification that is accompanied by a Leader will ignore Shock while that Leader has not been killed or suffered any wound. Shock is simply ignored. Stay Close Japanese squads were actually split down into three or four sub-sections; however, with the exception of detaching scouts, their tactical doctrine was for the squad to act as a single entity, firing or moving together rather than conducting squad level fire and movement. As a result, whilst we treat the squad as two Teams, the LMG and Rifle Teams must remain within 4" of each other at all times. One three-man Scout Team may be detached from the Rifle Team if instructed to do so by a Senior Leader with one Command Initiative. Scout Team A Japanese Senior Leader may order a three-man Scout Team to detach from one squad. This may happen during the game if the Team is within his command range, or the Team may be deployed onto the table if the Leader has not already been deployed. Irrespective of Jungle Craft, the Scout Team activates on a Command Dice roll of 1 or the player may sacrifice one pip from their Chain of Command Dice to activate the Team. The Scout Team may operate as follows: • Act as a small scout party, engaging the enemy when activated, rejoining its parent Squad if it comes within 4" of it. • A Scout Team may serve as spotters for indirect firing weapons when activated but may not then move or fire. • A Scout Team may be used to harass the enemy, being replaced with a single Marksman figure. A Marksman operates as a sniper but does not get an enhanced chance of hitting a Leader. The Marksman activates in the same way as the Scout Team. The Marksman is deployed when the Scout Team is activated and may fire immediately if the Scout Team has not moved in this Phase or may be deployed without firing if the Team did move. The other figures from the Scout Team are permanently removed from play, but do not count as the loss of a Team. A Marksman may not spot for any other weapon Team. • When a Scout Team or Marksman is lost due to enemy fire, roll on the Force Morale table for a Team wiped out or broken but apply a -1 to the dice roll. 105
Japanese National Characteristics (continued) Military Moles Japanese troops deployed in Fortifications do not abandon them easily, for any reason. To leave a Fortification, a Japanese Unit must spend a Chain of Command Dice or be taking part in a Banzai Charge using that Late War Ruse. They may not leave the Fortification if suppressed by enemy H.E. or A.P. fire. If a Fortification is knocked out or abandoned by their crew, this will trigger an unmodified Bad Things Happen roll for a Support Unit being 'killed'. Bahadur Group Used exclusively by Indian National Army troops in Japanese service. This may be used whenever an INA platoon is fielded or an INA Bahadur Group is selected to support a Japanese force from 1944 onwards. No physical unit is fielded; this is an attempt to subvert the enemy. A Bahadur Group was a special service unit specialising in subversion. This alllows an attempt to subvert the loyalty of Indian soldiers in British service. Once in a game, a Bahadur Group allows the Japanese or INA player to call upon one enemy Unit within 18" of a friendly Unit to surrender. Roll a D6. On a roll of 1 to 5 this has no effect. On a 6, the Unit enters into a dialogue. Roll again. On a 1 to 5, the target Unit is temporarily Pinned for the current Phase. On a 6, the Unit is removed from play, having deserted its post. Roll for a Unit wiped out on the Bad Things Happen Table. On-Table Indirect Fire Weapons The Japanese made effective use of Grenade Dischargers and light field pieces with capacity for indirect fire such as the Type 92 Battalion Gun. When firing indirectly at a target that is not visible to the firer, fire must be requested by either a Leader who can see the target, using one Command Initiative for each squad or artillery Team firing in any one phase, or by a scout Team who must be activated in order to spot for one Squad or weapon and who can then do nothing else during that Phase. Once the target has been spotted by the Leader or Scout Team, the firing unit must then be activated as usual in order to fire. 106
Japanese Support Options Defined Jitter Party A Jitter Party looks and activates exactly like a three-man Scout Team. Their objective is to draw enemy fire, usually by moving to threaten a Jump- Off Point or key point on the table. They may never fire nor enter into Close Combat. When fired on or engaged in Close Combat by the enemy, a Jitter Party is removed from play before any hits are calculated. No Force Morale roll is made. Scout Team A Scout Team may deploy or activates on Command Dice roll of 1. Once deployed, the Team may activate on a roll of 1 or by the player spending one pip from their Chain of Command Dice. The Scout Team operates in the same way as the Scout Team option in Japanese National Characteristics but is not taken from a core squad. Anti-Aircraft MGs Strengthening defences against aircraft can protect your troops from both prying eyes and from attack by allied aircraft. These weapons are not deployed on the table, but affect the chances of the allies successfully using their air power. See page 75. Anti-Aircraft Artillery More powerful than AAMGs, the artillery provides a greater level of protection against allied air activity. See page 75. SOS Barrage A force that has selected at least one Fortification may also select an SOS Barrage to help defend their position. An SOS barrage is a short, pre-registered bombardment onto a defensive position to clear away any enemy who are attacking it. The SOS Barrage is activated by a Senior Leader spending two Command Initiatives. It may be called in once during a game on any Fortification deployed on the table. It uses the Fortification as the aiming point in the same way as a medium mortar barrage. Being pre-registered, it will arrive immediately on- target with no deviation. The barrage will cover a 6" radius from the centre of the Fortification and any enemy Team in that area will roll 6D6 for effect. The barrage occurs in the current Phase and any enemy Units within the barrage area who are not in Fortifications are pinned for the current Phase and the next Phase. Visibility is not impeded and troops in the fortification may fire without penalty One SOS Barrage may be selected for each Fortification present. Only one SOS Barrage may be requested on any fortification during a game. Bicycles This option allows the entire platoon plus any infantry supports to operate as though mounted on bicycles. See the rules additions on page 15. Tank Killer Team Three men, one of whom is armed with a hollow- charge lunge mine which is detonated by the operative manually pushing it against the armoured vehicle. Its detonation kills the user. To use the mine the figure must move to, or be, within 2" of the target AFV. It attacks with ten AP strike dice against armour. Once the attack is made the Team is removed and no Force Morale roll is made for the loss of a Team. The Tank Killer Team may not engage the enemy with rifle fire, the two surplus men are simply there to protect the mine operative. Ruses Japanese doctrine demanded that every plan allowed the men to demonstrate their bravery and every commander to show their cleverness in 107
determining a plan. Much emphasis was placed on gaining an advantage by use of ruses designed to locate and wrong-foot their enemy. See Ruses on page 112 for a full guide to these. Zero Attack! The Zero Attack is a variation on the Pre-Game bombardment, happening immediately before the tabletop game begins. Any Allied troops wishing to deploy in the first Turn of the game must roll a D6 to see if they arrive. If they field AAMGs, adjust the roll by +1; AA Artillery adjust the roll by +2. Any Unit rolling a 1, has been temporarily dispersed and cannot deploy until a subsequent Turn. Units rolling a 2 or 3 do not deploy but may attempt to do so in subsequent phases. A Unit rolling a 4 arrives with four points of Shock. A Unit rolling a 5 arrives with three points of Shock. A Unit rolling a 6 or more, arrives with no Shock. Conscript Infantry Squad These are Taiwanese or Korean labour units given rifles and pressed into service. They comprise of a Gocho, Junior Leader with rifle, and nine other riflemen. They are Green troops and do not benefit from any Japanese National characteristics. Their loss has no effect on Japanese Force Morale. Forward Observer and 81mm Mortar Section The Japanese only began using their medium mortars to support their forces in the latter part of the war when it was clear that their artillery was inferior to the Allies in both numbers and quality. A Japanese Forward Observer Team of this period relies entirely on static telephone lines to connect to the mortar battery. To reflect this, once the Forward Observer Team is placed on the table, it I may not move. Mortar fire may only be called on to a point which the Observer Team can see from their location. However, it may subsequently be adjusted to fall out of line of sight providing a Leader or Scout Team can see the target. If the Forward Observer moves for any reason the mortars will cease fire immediately and any troops under the barrage will become unpinned at the end of the Phase. The Forward Observer may not attempt to re-establish contact until the start of a new Turn. Only the Forward Observer may control mortar fire on a Command Dice roll of 1. A Senior Leader may not activate a Forward Observer. A Japanese mortar bombardment covers a square area 14" by 14" with the aiming point at the centre and rolls 4D6 for effect against any Teams in that area. Type 11 70mm Mortar This antiquated weapon works like an 81mm mortar barrage but covers an area of 12" by 12" and rolls 3D6 for effect against any Teams in that area. Once called for, the fire cannot be adjusted and will remain firing on the aiming point until the barrage ends. 108
Pre-Game Barrage Due to the general lack of Japanese artillery, pre- game bombardments only stop enemy Units deploying onto the table on a roll of 1 or 2. Alternatively, the Japanese may elect to bombard just one allied Jump Off Point when the usual barrage rules are used for troops deploying from that one Jump Off Point. Type 41 Mountain Gun with Hollow Charge The Type 2 hollow charge round was very effective against Allied armour but was only available in limited amounts and very late in the war, as show in the support lists. This support option gives the player the gun with five crew and a Junior Leader. They have two hollow charge rounds with an AT Strike of 8. They may increase that by playing a Chain of Command Dice using the limited ammunition rules on page 14. When the hollow charge rounds are expended, they will fire standard HE and AP ammunition. Japanese Fortifications There are four types of Fortifications on the Japanese lists; Anti-Tank Bunkers, Ambush Bunkers, Large Bunkers and Squad Prepared Positions. All offer enhanced protection, some are concealed, some have prepared fire lanes and some can perform an ambush. Prepared Fire Lanes Japanese bunkers were usually well-sited with excellent prepared fields of fire which could often confuse allied forces who were unaware of their precise location. To reflect this, some Fortifications have Prepared Fire Lanes which extend their line of sight to 18" through Jungle Terrain and reduce any target's cover by one level. A Green Jungle Dice is still rolled for firing when using Prepared Fire Lanes against a target in Jungle Terrain. Spotting Concealed Bunkers Fortifications with fire lanes will have enhanced visibility and if deployed carefully will be in a position where they can see the enemy, but their enemy cannot see them. They are automatically spotted when they fire if an enemy Unit is within 9" of them. Ambush bunkers may not be fired on until they have been spotted. Once spotted, they remain spotted by all troops for the remainder of the game. Deploying Fortifications When a Japanese Fortification deploys it must be placed within 12" of a Jump-Off Point and be at least 6" from any enemy in the open or at least 2" from any enemy in Jungle Terrain. The bunker is placed on the table, even if it cannot be seen by the enemy. Deploying Fortifications is not affected by a barrage or Hurribomber attack. Anti Tank Bunker This is the simplest form of Fortification. A well- constructed bunker containing an anti tank gun with five crew and a Junior Leader. In the early war it will be a 37mm gun, later a 47mm weapon. It has a 90 degree arc of fire from the frontal aperture. It does not have Prepared Fire Lanes so must have a clear line of sight to any target. Large Bunker This is a double Fortification large enough to hold two weapons Teams selected as supports in two separate fighting compartments. These are treated as separate Fortifications. The player may choose which two Teams they man the Large Bunker with and select them from the support options. This may not be an infantry squad. A Large bunker has two positions, each with a 90 degree arc of fire from its frontal aperture. The player may vary the direction these are pointed in but this must be declared when the Team opens 109
fire. A Large Bunker does not have Prepared Fire Lanes so must have a clear line of sight to any target. Any hits caused by enemy fire are not shared between the two positions, despite their immediate proximity. Ambush Bunker This is a small but well-constructed and heavily camouflaged Fortification, typically dug into the ground and covered with logs and earth. It houses one MMG Team which may not leave this fortification. Only one Ambush Bunker may be selected in a game. Ambush Bunkers may deploy in either the player or their opponent's phase of play, at no cost in Chain of Command Points. The MMG may then fire immediately. An Ambush Bunker has a 90 degree arc of fire from the frontal aperture. In their Phase of play, an Ambush bunker activates and deploys on a Command Dice roll of 1, or on a 4 if a Senior Leader is present. The Ambush Bunker MMG Team may use the Spirit of Bushido characteristic to avoid the effect of Shock. See page 105. Squad Prepared Positions The Japanese placed much emphasis on well- placed and concealed fighting positions. A Squad Prepared Position is a heavily camouflaged position, typically dug into the ground and covered with logs and earth. Any number of Squad Prepared positions may be selected, but only one may deploy from any single Jump-Off Point. A single central bunker is a Fortification housing the Squad LMG Team and attached Junior Leader. The LMG bunker has a 90 degree field of fire from its frontal aperture and has Prepared Fire Lanes extending its visibility. Two, three or, less usually, four "spider holes" contain the squad's riflemen, with three riflemen to each spider hole. Troops in spider holes count as being in Hard Cover but also benefit that when calculating fire against them, any Green Jungle Dice This image shows how the spider holes can deploy anywhere within 6" of the LMG bunker. A wise player will wait to see from which direction the enemy are approaching before deciding where to place the spider holes. Whilst each spider hole contains three men, we model them with just one figure to indicate the location. 110
roll of 6 does not reduce their cover. Each spider hole has a 360 degree field of fire blocked only by line of sight limitations. Spider Holes for not have Prepared Fire Lanes. The Junior Leader may activate all of their Squad men from their position in the bunker, but may not remove Shock from the men in Spider Holes. A Squad in a Squad Prepared Posidon activates on a 2 or on the Junior Leader's roll of 3. The LMG bunker or the riflemen in a spider hole may activate on a roll of 1. When the Squad deploys in Prepared Positions, the rifle teams may elect to remain hidden in Spider Holes, not deploying until they open fire on subsequent activations. Spider Holes they treat the LMG bunker as their Jump-Off Point and deploy within 6" of that position. They may not deploy within 6" of an enemy in the open or 2" in Jungle Terrain. The riflemen in spider holes were normally directed to hold their fire until the enemy was at point-blank range so as to deliver a devastating surprise attack. Any spider hole that deploys and immediately fires at an enemy within 9" will throw one grenade per Spider hole at no cost against the squad's grenade allocation. Two hits are caused by each grenade that hits, rolling for damage as though the target is in the open. A roll of Double 1 is a fumble, see Secton 9.2 in the main rules. All Shock caused in that Phase from rifle fire or grenades will be doubled. Ill
Japanese Ruses The Japanese may purchase one or more Ruses when selecting their Support Options. At the start of the game, the player may select a number of Ruses, but they do not need to decide which Ruse they will use until they actually declare which Ruse they are playing. No ruse may be used more than once in a game but multiple Ruses may be used in a single Phase of play. Some ruses may be used throughout the war, some are limited to specific time frame. Entire War Ruses Scouts Out: At the cost of three Chain of Command points, a Scout Team may be used as a Jump- Off Point during the current Phase. "Crawlers": At the cost of two or three Chain of Command Points, an infantry squad which is attempting to move into Close Combat, or a Scout Team at any time, may throw two (two points) or three (three points) grenades at an opponent within 9". Roll a D6 for each grenade, hitting on a 2 to 6. Two hits are automatically caused by each grenade that hits, rolling for damage as though the target is in the open. This Ruse is in addition to the standard grenade allocation a Squad has. For the Emperor: At the cost of three Chain of Command Points, a Japanese Squad may add an additional D6 of movement when attempting to move into Close Combat with an enemy Unit and may move the full distance indicated on all dice rolled for movement with no penalties for Jungle Terrain. They may not cross anything greater than a Medium Obstacle whilst using this Ruse. Hidden Fire: A MMG team not in a Fortification may use three Chain of Command points to be removed from the table immediately after firing. They may redeploy to the table on subsequent activations but must deploy within 6" of their last location and at least 4" from the enemy. Early War Ruses, 1941 to 1942 Out-scouted: At the cost of two Chain of Command Points, a Japanese Scout Team within 12" of an Allied Jump Off Point may oblige the Allied player to immediately deploy one Unit (team or section) from that Jump Off Point. The Allied player may refuse to deploy any Unit, but then must move the Jump Off Point 2D6" directly away from the Scout Team into cover. If the table edge is reached, it is placed there even if no cover is available. Local Guides: This support option may be added to represent Fifth Columnists operating in support of the Japanese forces during 1941 and 1942. Once the Patrol Phase is complete and the Jump Off Markers are placed, the Japanese player may elect to move one friendly Jump Off Point up to 18" in any direction. However, the Jump Off Marker must remain more than 12" from any enemy Jump-Off Point and be within, or behind, cover. 112
Late War Ruses 1943 to 1945 Infiltration Tactics: At the cost of three Chain of Command Points, a Japanese Team or Squad that has yet to deploy may do so from a previously captured Jump Off point that has not yet been re- moved and currently has no enemy troops within 4"of it OR into an unoccupied bunker that has not been destroyed with satchel charges or Engineer demolition charge. This can be anywhere on the table and is not limited by distance from a Jump Off Point. Death is Lighter than a Feather: At the cost of two Chain of Command Points, a Japanese Unit being attacked by an enemy in Close Combat may opt to sacrifice itself in order to inflict greater losses on the enemy. Add +1 to the roll in Close Combat with dice results of 5, 6 and 7 killing the enemy; 6 and 7 also causing Shock. The Japanese Unit will now be removed from play having died for the Emperor, testing Force Morale as usual. Any resulting enemy Force Morale rolls for Bad Things Happen apply a +1. Banzai!: "Banzai Charges" were often successful early in the war, when lack of familiarity with their opponent often led to Allied forces succumbing to the aggressive Japanese tactics. However, as the war progressed the Allies became much better at dealing with these attacks and the tactic became increasingly costly. By 1944, the Japanese in static defences in the Pacific were being specifically ordered not to waste their lives in such futile attacks. However, in the more mobile campaigns on the Indian border and in Burma this was not the case and the enthusiastic, aggressive charge was still seen as an effective tactic. A Japanese force may launch a Banzai charge against an opponent within 12". To launch a Banzai Charge, a Japanese Senior Leader must be present and must spend three Chain of Command Points. Any Units within 12" of the leader that are not Pinned or Suppressed may take part in the charge. See Military Moles. Each Unit rolls 3D6 for its movement, ignoring Shock but with terrain affects applied as normal. Units which come within 4" of the enemy (or 2" in jungle) fight as Aggressive troops but do count Shock for the combat. If the Japanese win a resulting Close Combat, apply the results as being one level of defeat greater. So a Japanese attack which wins by 1, counts as winning by 2, and so on. However, Allied troops facing a Banzai charge will never surrender if no escape is possible. In such a situation, Close Combat will continue until one side is completely wiped out. Suicide Anti-Tank Teams. At the cost of one Chain of Command Dice, the player may send one, two or three men to make a suicide attack on an AFV within 12" of their Unit. Remove the number of men chosen from one Unit and roll 1D6 per man. On a result of 6, that "human bullet" reaches his target and strikes with 4 A.P., rolling to hit as though against the side armour. The AFV tests for armour saves as normal and applies any net hits using the rules for firing on vehicles. Whatever the outcome, the men in the suicide team are then removed. No test is made for Force Morale. This may occur in any Phase and the men do not need to be activated with a Command Dice. If the Japanese knock out an AFV using this method, their Force Morale level increases by one. 113
Japanese Armament Notes Most weapons are covered in the Arsenal table below, but some deserve additional comment. Swords Used by both officers and NCOs, these undoubtedly look impressive but have no benefit in the rules and have been listed purely for colour. Japanese Hand Grenades Japanese Sections have three hand grenades each and one smoke grenade. Grenades are thrown only when a Leader spends a Command Initiative to initiate this, with one grenade being thrown for each Command Initiative used. To reflect the inferior design of the Type 97 grenade, all grenades used by Japanese forces will cause two hits in any terrain, including in confined spaces. Type 93/100 Flamethrower This weapon has a range of 12" and sufficient fuel for three attacks. A fourth attack may be made if a Chain of Command Dice is spent. See the Limited Ammunition rule on Page 14. Type 89 Grenade Dischargers The Japanese Grenade Discharger squad always operated as a single squad, with all firing directed at a single target to get the best effect by weight of fire. All of the Grenade Discharger Teams must fire at the same target. Hits are shared with any adjacent Unit within 4" that can be seen by friendly troops. The Grenade Discharger has a minimum range of 12" and a maximum of 72". The Type 89 fires with 1D6 for each weapon when first firing at enemy units and then 2D6 per weapon for all subsequent fire at the same target. If the firer moves, or target has moved more than 6" since it was last fired at, subsequent fire must be treated as a fresh target. The Grenade Discharger hits on a 4 to 6 if the firer has a line of sight to the target or 5 or 6 if the target is observed by a Leader or Scout Team. See Indirect Fire Weapons National Characteristics on Page 106. Each member of the Grenade Discharger Teams has a rifle which they may fire if the enemy are at less than 12" range. Type 92 70mm Battalion Gun As well as firing directly at visible enemy units, the Type 92 is able to fire as a mortar, targeting units which are not directly visible but are in the line of sight of another friendly infantry unit. When firing in this way, the Type 92 has a minimum range of 18". It has no maximum range. The Type 92 hits the target Unit on a 4 to 6 if the firer has a line of sight to the target or 5 or 6 if the target is observed by a Leader or Scout Team. See Indirect Fire Weapons National Characteristics. If a single Type 92 Battalion Gun is fielded, it may elect to fire a pre-game bombardment against one enemy Jump Off Point at no cost. Only troops deploying from that point will roll to see if they successfully deploy in the first Turn. Once the Patrol Phase is complete, the Japanese player must declare which enemy Jump Off Point is under bombardment. If this option is taken, the Type 92 gun may not deploy onto the table during the first Turn. 114
Japanese Master Arsenal Infantry Weapons 115 Weapon Firepower Close Effective Notes Type 11 LMG 5 0-18" Over 18" Type 96 LMG 6 0-18" Over 18" Type 92 MMG 9 0-24" Over 24" Type 3 MMG 8 0-24" Over 24" Type 89 Grenade Discharger 2 With LOS No LOS Type 11 &0mm Guns 3 Any Range Reduce cover by one level. Hits on all Teams in the barrage area. All units Pinned 81mm mortars 4 Any Range Reduce cover by one level. Hits on all Teams in the barrage area. All units Pinned Tankettes Vehicle Armour A.P. H.E. Speed Secondary Notes I Type 94 Те Ke 2 - MG Average None | Small, Low Profile, lMT,No Radio | Type 97 Те Ke 2 4 3 | Small, Low Profile, 1MT, No Radio 1 Tanks & Self-Propelled Guns Vehicle Armour A.P. H.E. Speed Secondary Notes Type 89 l-Go 2 4 4 Slow Hull MG, Rear-facing turret MG No Radio Type 95 Ha-Go 2 4 3 Average Hull MG, Rear-facing turret MG 1MT, No Radio Type 97 Chi Ha 3 6 4 Average Hull MG, Rear-facing turret MG Type 97 Shin Hoto 4 6 4 Average Hull MG, Rear-facing turret MG Type 2 Ka Mi 2 4 3 Average Hull and Co-axial MGs Amphibious. 1MT, No Radio Type 1 Ho-Ni 75mm 6 7 6 Average None Open Top. No Radio Anti-Tank and Infantry Guns Weapon A.P. H.E. Weight Type 94 37mm Anti Tank Gun 4 3 Light Type 1 47mm Anti Tank Gun 6 4 Medium Type 92 70mm Battalion Gun 3 5 Light Type 41 75mm Mountain Gun 4 (8 Hollow Charge) 6 Medium Type 88 75mm Anti-Aircraft Gun 7 6 Immobile Type 97 Anti-Tank Rifle 3 1 Man-Portable Type 98 20mm Cannon 4 6 Light
THE SCENARIOS The scenarios that follow have been specifically designed to give the gamer a taste of various aspects of the war in the Far East and serve as an introduction to this unique theatre so the players can familiarise themselves with the new rules before embarking on running and designing their own scenarios. Fighting in an environment so different from northern Europe and against an enemy with very different skill sets means that, like the Allied troops deploying to the Far East, there is a lot to learn. Likewise, for the Japanese player this will be a very different gaming experience and it will take a number of games before the jungle feels anything like neutral. As a result of the above, the scenarios are relatively specific in their setting and the terrain that should be used. Terrain should include a fair amount of jungle terrain, but don't feel obliged to cover the table with it. As long as more than 25% of the table is covered with jungle, you will use the Jungle warfare rules. Despite being located in suggested regions and at specific periods, there is ample scope to vary these scenarios. The Roadblock and The Road North scenarios could just as easily be used with the Japanese retreating after Imphal and Kohima in 1944. Demolition Derby could be Japanese Commandos raiding an Allied airfield. These scenarios will benefit from playing more than once. The Chaung scenario in particular can make a good mini-campaign as the British attacker discover where the Japanese bunkers are located and manoeuvre to engage them at best effect. In addition, the scenarios in the main rule book have been designed to cover six distinct phases of battle which are appropriate to any theatre of conflict and all are suitable for the war in the Far East. Pre-Game Set Up With the scenarios, the players should set up the terrain according to the map and using their collection to best reflect the scenario situation. When an objective is present, try to place a building or suitable geographical landmark, such as a crossroads or bridge, to make a plausible target. With the terrain in place, the players may find it preferable to select their support options before the Patrol Phase begins. This is often a more practical order in which to do things than the suggested method in the main rule book of choosing supports after the Patrol Phase. Players select the amount of support points available by consulting the scenario and taking into account the difference in the Platoon Force Ratings of the two forces. The players dice for their Force Morale rating, applying any adjustments. The Patrol Markers are then placed in the order determined by the scenario. The Patrol Phase is then played out to completion, after which the players place their Jump-Off Points Barbed wire, minefields and any entrenchments more than 6" from Jump Off Points are then placed on the table. If a player has selected an EngineerSectionorSquad, they may now choose the composition of this from the three options available: Wire Clearance Team, Demolition Team and Minefield Clearance Team. The game now begins with the player indicated by the scenario taking the first Phase of play. 116
The Roadblock INTRODUCTION This is a disguised scenario with a defender attempting to block an enemy advance, only to discover their opponent is already behind them. This is a classic scenario for 1941 and 1942 in Malaya and Burma with the British defending against a Japanese attack. The table should be largely jungle. Force Support The amount of support available to both sides is determined by rolling a D6 and adding 6. The Patrol Phase The attacker places four Patrol Markers anywhere on their friendly base edge, as shown by the red arrow. The defender then places all four of their Patrol Markers at a single point on the road 24" from their friendly base line. The Patrol Phase begins with the attacker rolling a D6 and taking 1D3+1 free moves. The attacker also has the first move in the Patrol Phase. The defender may not move any Patrol Markers closer to their base line than their starting point. After the Patrol Phase is complete and the Jump Off Points are placed on the table, the attacker will place one additional Jump-Off Point on the road 9" in from the defender's friendly base edge along with a roadblock. The attacker takes the first phase of play. Objective To win a victory, the attacker must hold the roadblock and reduce their opponent's Force Morale to Zero. The attacker may only deploy one Squad and one other Team from the Roadblock Jump-Off Point, all other units must deploy on the Jump-Off Points generated by the Patrol Phase. Once all of their units are deployed on the table, the defender may spend three Chain of Command Points to remove two friendly Jump-Off Points of their choice. The defender must clear the roadblock and retreat their remaining force off the table via the road to gain a minor victory. If they capture the roadblock and reduce their opponent's Force Morale to Zero, they win a major victory. 117
The Road North Introduction Another early war scenario that reflects the fighting along the Burma Road in 1942 with the British at risk of being cut off and having to fight to keep the road open. The table should have significant area of jungle but may include a variety of terrain. Force Support The amount of support available to both sides is determined by rolling a D6 and adding 8. THE PATROL PHASE The Japanese attacker rolls 2D6. On a roll of 1, they place two Patrol Markers at A. On a roll of 2 or 3, they place two Patrol Markers at B. On a roll of 4, two Patrol Markers are placed at C and on a roll of 5 or 6, two Patrol Makers are placed at D. The British player places three Patrol Markers on the road on the table edge, as shown. The Patrol Phase begins with the British player moving first. If the Japanese attacker has all of their Patrol Markers at the same point they must keep within 12" of each other. Otherwise the two sets of two Patrol Markers markers need only stay within 12" of their pair. After the Patrol Phase is complete, the Jump Off Points are placed on the table and the game begins with the Japanese taking the first Phase. Objective The British force has one 15CWT lorry with their force which contains the battalion signals and records. This must deploy on the road on the table edge. They must get this lorry off the table on the road on the opposite table edge whilst also exiting one infantry section anywhere off the same table edge. If they do so, irrespective of Force Morale, they win a victory. The Japanese win if they capture the lorry. They may not destroy it as they recognise its importance. If the lorry is captured, the British may still win the scenario by reducing their enemy's Force Morale to zero and thereby recapturing the lorry. 118
Demolition Derby Introduction This scenario features a raid on enemy lines of communication and is inspired by Chindit operations in 1943. It features a hit and run operation on a Japanese held feature such as a bridge or supply depot. This scenario could have any terrain present but benefits from areas of jungle. Force Support No support is available for the attacker with the defender limited to three points. The defender begins the game with one Squad under a Junior Leader but is aware that friendly forces are in the area and will come to their aid if they are attacked. THE PATROL PHASE The attacker rolls a D6 to determine where they deploy. The potential entry points are located 6" from the table edge, as shown on the red discs. The defender is limited to one Jump Off Point, on the objective itself, which is in the centre of the table. The attacker begins the game with a full hand of Command Dice, the defender has just three Command Dice. Any 6's the defender rolls count as usual but also add one Chain of Command point to their total. The attacker takes the first phase of play. Once the defender has a full Chain of Command Dice, they must spend it to raise the alarm. At that point the Japanese player rolls 3D6. This gives them three Jump-Off Points (less if they roll duplicate numbers), as indicated by the red discs, from which to deploy a fresh full platoon of reinforcements. At that point the Japanese will use a full hand of Command Dice as per the normal rules. Objective To win a victory, the British attacker must destroy their objective, with one section achieving a Task Roll of 12 and then leaving the table via the point by which they entered or an adjacent entry Point. The Japanese must stop them achieving that by stopping the demolition or reducing their Force Morale to zero. 119
Fight for the Chaung INTRODUCTION This scenario features an attack against Japanese defensive positions, inspired by the actions at Donbaik in the Arakan. It is the ideal scenario to provide an introduction to Japanese fortifications for both the British and Japanese players. Terrain around the Chaung should be chiefly clumps of jungle thicket with other terrain mainly open. force Support This scenario sees a Japanese force of two LMG Squads in Squad Prepared Positions defending a broad and deep but largely dry river bed. They have one Senior Leader present and an Ambush Bunker and may select two points of support. The British player has a full platoon plus ten points of Support. THE PATROL PHASE The attacker places four Patrol Markers anywhere on their friendly base edge, as shown by the red arrow. The defender places all four of their Patrol Markers at a single point 6" from their friendly base line. The Patrol Phase begins with the player with the higher Force Morale taking the first move. After the Patrol Phase is complete the attacker will begin the game with the first Phase of play. Objective To win a victory, the attacker must knock out two of the three Japanese bunkers. The Japanese must retain two bunkers in operation and reduce their enemy's Force Morale to zero to win. To place time pressure on the British attackers, the Japanese player may spend a full Chain of Command Dice at any time to reduce their opponent's Force Morale by one point. 120