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Bloody Burma

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The document outlines a campaign booklet describing the Japanese invasion of Burma from 1941-1942 through 24 scenarios. It provides historical context and orders of battle for British, Indian, Japanese, and Chinese forces.

Burma was important to the British as a loss would threaten India, the crown jewel of the British empire, and cut off important natural resources like oil. Its fall would be a major blow both strategically and symbolically.

The Japanese aimed to capture Burma to gain access to its natural resources like oil and rice. A speedy advance could also allow them to threaten India and potentially attain their goal of an Asia under Japanese domination.

Bloody

Burma
The Invasion of Burma:
8th December 1941 to 20th May 1942

A Campaign & Scenario Booklet for


“I Ain’t Been Shot, Mum!”
By Robert Avery
Index

Introduction

Introduction Page 2
Notes Page 3
Figure Requirements Page 6
Campaign Maps Page 7-8

The Scenarios

1. Operation Yacht 9th December 1941 Page 9


2. Kawkareik 20th January 1942 Page 18
3. Moulmein 30th January 1942 Page 27
4. Paung 9th February 1942 Page 38
5. Kuzeik 10th February 1942 Page 49
6. Danyingon 16th February 1942 Page 58
7. The Yinon Road 17th February 1942 Page 69
8. Bilin 20th February 1942 Page 79
9. Pagoda Hill 22nd February 1942 Page 88
10. Mokpalin 23rd February 1942 Page 98
11. Payagyi 6th March 1942 Page 109
12. Pegu 6th March 1942 Page 122
13. Taukkyan 7th March 1942 Page 131
14. Pyuntaza 11th March 1942 Page 143
15. Henzada 15th March 1942 Page 151
16. Kyungon 23rd March 1942 Page 159
17. Shwedaung 28th March 1942 Page 169
18. Kokkogwa 12th April 1942 Page 181
19. Myingun 14th April 1942 Page 190
20. Yenangyaung 19th April 1942 Page 199
21. Htuchaung 19th April 1942 Page 209
22. Kyaukse 28th April 1942 Page 218
23. Monywa 2nd May 1942 Page 226
24. Shwegyin 10th May 1942 Page 236

Aftermath Page 246

Appendices

Appendix A: British Orders of Battle Page 247


Appendix B: Japanese Order of Battle Page 256
Appendix C: Chinese Order of Battle Page 258
Appendix D: Rank Equivalents Page 259
Appendix E: Bibliography Page 260

1
INTRODUCTION
The Japanese invasion of Malaya in December 1941 and the subsequent fall of Singapore was to be
a body blow to the British Empire and a humiliating defeat at the hands of a nation that had
previously been considered to be an outdated military pygmy. Even while Japanese forces were
driving southwards in that campaign, events were occurring that posed an ever greater threat to
British interests: a drive northwards into Burma that would, eventually, threaten the borders of India
itself, the brightest jewel in the Imperial Crown.

Superficially the fall of Burma, happening in a few short months in 1942, is a disastrous tale of
military failure and collapse. This, however, does not give the full picture. British resistance
during the first Burma campaign displayed much of the resilience that has typified campaigns
fought by Britons and their Imperial troops throughout history; where the refusal to give in has led
to ultimate victory over a foe that, initially, appeared invincible.

For the Japanese the campaign offered potential victory beyond their wildest dreams. The natural
resources of Malaya and Burma were significant, but the riches of India seemed then to be close
enough to be attainable, especially with Britain under pressure all around the globe. A speedy
advance through Burma would provide the key that could see their dreams of an Asia under
Japanese domination come to fruition.

Once again Robert Avery has provided a comprehensive work that not only captures the unique
flavour of the campaign, with twenty-four scenarios for wargamers that cover all the key battle, but
that also provides the reader with a clear understanding of the issues that were at stake at every
stage of the fighting.

The reader will note that throughout the campaign it was key individuals who came to the fore to
stamp their mark on the battles, these larger than life characters, Big Men in the parlance of I Ain’t
Been Shot Mum!, crop up with a regularity throughout the history of warfare, exerting an influence
that far outweighs what we would expect of one man alone, and this work is a fitting tribute to those
individuals - of all nations – who stand tall in the spotlight of history.

Richard Clarke

ACKNOWLEDGEMENTS
My thanks to Dom Skelton for proof-reading this scenario booklet: his eye for detail is surely
second to none!

2
NOTES
Layout
Each scenario is presented in the same way. First there is the Game Briefing that contains all the
information that the Umpire needs to run the scenario. Then there are individual briefings for both
the British and Japanese commanders.

The Umpire needs to read all three briefings as there is occasionally some information on the
players’ briefing sheets that is not duplicated on his own. Players should only read their own
briefing sheet. All Umpires need to do is to print off the players’ briefing sheets and hand them
over: players require no additional information.

A map is provided for each scenario. Some scenarios allow both players access to the map prior to
the game; some scenarios allow only one side to prepare their tactics and deployment in advance.
Details are given in the Umpire’s briefing.

Nomenclature

Unlike the largely homogenous Japanese army, the ‘British’ forces in Burma were from the
multitude of distinct nationalities that comprised the British and the British Indian army:
Englishmen, Yorkshiremen (who have always considered themselves a breed apart), Scots,
Gurkhas, Punjabis, Sikhs, Rajputs, Dogras and so on. For the sake of simplicity, however, I have
sometimes used the word “British” as a catch-all to mean any troops from the British or Indian
armies.

Where, however, a formation is further defined, such as the British and Indian army’s habit of
describing a battalion by its geographical base (e.g. 2/9th Punjabi) or the Japanese army’s habit of
describing a formation by the name of its commander (e.g. the Saeki Detachment), I have
sometimes used the descriptive as a collective e.g. “the Punjabi’s advanced…”, “the Saeki’s
advanced…”. Additionally, the King’s Own Yorkshire Light Infantry and battalions such as the
Inniskillings or Cameronians are also variously described as being Yorkshiremen, Scots or Scottish.

The above does not necessarily apply to individual player briefings, as each side does not possess
such perfect knowledge of the other’s troops.

Big Men

Where known, I have given Big Men the actual names of the participants in the actions described,
and marked their names with an asterisk*. Where I have not been able to identify particular
personalities, I have given a rank and a name based on the numbering system of the language used
by that Big Man. Anonymous Punjabi Big Men, for example, are known as (number: yk, do, tyn,
car etc) Singh; anonymous Gurkhas as (number: ek, dui, tin, etc) plus the honorific bahadur plus a
randomly chosen tribe; and anonymous Japanese Big Men as (number: ichi, ni, san, chi etc).

As a justification for this, I quote from Scott Gilmore, an officer of the Gurkhas: “There were so
many Lalbahadur Gurungs in my battalion that, to avoid confusion, the individual was often
identified by the last one or two digits of his army serial number. During their favourite game,
basketball, one might hear the exhortation "Ja char bisi panch" ("Go, eighty-five!").”

The exceptions to this are any anonymous British Big Men, who are named John Smith, Tom
Brown etc.

3
Turn Cards
When required by a scenario, you will need to include a Turn Card into the pack. This is distinct
from the Tea Break card, and governs when certain scenario events happen. Reinforcements for one
side, for example, might arrive on the fifth appearance of the Turn Card, no matter how many times
the Tea Break card has been turned.

Climate, Terrain & Visibility

Burma has three main seasons. From November to March, the climate is temperate and pleasant.
From April to May it is “blindingly hot”. Some time in May/June, the monsoon sets in, and through
to November the country is subject to constant torrential rain that turns all land into swamp and all
rivers (chaungs) into raging torrents.

Much of the terrain in Southern Burma is heavy jungle: dense teak woods or bamboo (woods
around Rangoon and the central region, bamboo in the Tenasserim region) that can only be
penetrated by men on foot moving at –3” per initiative dice rolled for movement. Heavy jungle
provides excellent cover from spotting, and good cover from fire. Visibility between units whose
line of sight is either in or interrupted by heavy jungle is limited to 12 inches.

What terrain is not heavy jungle tends to be light jungle. Light jungle still provides excellent cover
from spotting and good cover from fire, but movement is only penalised at –1” per initiative dice
rolled, and visibility is limited to 18 inches.

Cultivated land tends to be paddy fields (growing rice) which are described as being rock hard in
the summer and swamps in the monsoon season. At the time of year in which most of the actions
involving paddy fields are set, units moving through paddy fields will subtract 1” from each dice
rolled for movement. Vehicles may also bog down, but the individual scenarios give you the rules
on that. Note that even in “open” country, visibility should be limited to 30 inches: representing the
wild and uncleared nature of the terrain.

Central Burma is higher and drier than Southern Burma. Even the river valleys in which most of
this section of the campaign were fought should consist of arid terrain covered in patches of dried
out vegetation. Cultivated land is mostly dry-zone crops (toddy palms, millet and ground nuts) or
rice fields which, in April/May, are largely dried out.

Night Time

The Japanese, unlike the British, used night attacks as a standard tactic. Unless otherwise specified,
the following rules apply when a scenario takes place at night:

• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Each side will have an extra 1d3 Blinds.
• See the note on visibility, above: distances are halved at night. Illuminated targets, however,
should be visible from distances longer than the wargaming table, although terrain features will
obscure vision as normal.

4
Air Support
Both sides can benefit from air support in the form of spotting planes, bombers, dive–bombers or
strafing fighters. If not specified in the scenario, when the card is turned, roll a d10 to establish what
sort of plane arrives. On a 1-2, it is a scout plane; on a 3-5, it is fighters; on a 6-8, dive bombers;
and on a 9-10, bombers.

Scout planes allow an extra spotting roll with a basic 7+ needed to successfully spot. Umpires
should adjust this appropriately, but remember that the viewpoint is from above.

When the other forms of air support occur, the player specifies the point on which he is calling the
attack. The attack happens immediately, and has a deviation of 2d6 in either case. The bombers
have a blast radius of 8” and the dive-bombers have a blast radius of 4”. The fighters hit a strip 2”
wide by 5” long starting at the impact point and extending in any direction the player wishes
(specified before rolling for deviation).
In all cases, infantry caught in the blast roll 2d6 on the 9-18” table, adjusted for cover, and vehicles
caught in the blast roll as if hit by a gun class 2 weapon.

Artillery Support
Artillery support is defined in terms of a number of fire missions of one or more artillery batteries,
with the number and type of gun available to each relevant battery being specified.
For example, one side has access to three fire missions of 4 x 120mm mortars. Their Off Table
Artillery card is placed in the pack at the beginning of the game, but removed after they have fired
three full fire missions.

A fire mission is defined as the whole battery firing for effect i.e. you can fire as many ranging
shots as you like, but are limited to how many times you can actually fire the battery doing damage.

A Forward Observer (FO) is a bit like an artillery bonus card: he can order a ranging shot, move
the point of aim by 1d6, or call in a full fire mission.
I recommend the following “quick” process for firing artillery: the first card that appears (where a
card is either an off-table artillery card, an FOO card, or the card of the senior Big Man present in
the force’s OB) allows a ranging shot; a second card allows either (a) another ranging shot; or (b)
the fall of the first ranging shot to be corrected by up to 6”, provided the point of impact can be
“seen” by the corrector; or (c) a complete fire mission to be called in.

A Note on Blinds
Many of the scenarios involve units beginning the game on the table but under Blinds and
sometimes concealed in ambush or dug-in positions. The player controlling those Blinds should
mark on his map where they are positioned, but need not place a Blind marker on the table, as this
would give the enemy more indication than should actually be available of where troops might be
positioned .

The Umpire should obviously also know where these Blinds are, and must pay careful attention to
the distance and Tea Break card automatic spotting rules.
Should the player under these already-on-table Blinds want to move them before they have been
spotted, then he may do so, but must then place a Blinds marker on the table to mark the unit’s
position. Umpires should feel free to allow the player to move the occasional fake Blind in the same
way!

5
A Note on Vehicle-Mounted LMGs and MMGs
Vehicles with LMGs or MMGs may use any or all of their initiative dice to shoot, with the
following exceptions:

Japanese tanks use the usual rules for tank-mounted MMGs.

British carriers with LMGs may only fire with a maximum of 2d6 per turn.
E.g. a British carrier with an MMG may remain stationary and fire with 3d6; move 1d6 and fire
with 2d6; move 2d6 and fire with 1d6; or move 3d6.

Figure Requirements
MAX 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Big Men 9 1 1 2 3 2 4 6 4 1 2 8 4 5 2 4 2 7 1 9 1 3 2 1
Sniper 1 1 1
FOO 1 1 1 1
6-man Rifle Section 10 4 10
8-man Rifle Section 22 6 7 7 5 9 15 7 9 8 22
MMG + 3 crew 4 4
British Universal/Bren Gun Carrier 3 2 2 3 2 1
Cart & Mule 10 10
2-mule Team 3 3
Rolls Royce 1922 Indian Pattern Armoured Car 2 2
Stuart "Honey" 13 13 6 6 4 4 4 1 3
25pdr Gun & Quad tow 4 4
Truck 6 6
Big Men 6 2 3 3 3 1 4 1 3 4 5 6 5
8-man Rifle Section 18 10 12 11 12 9 14 2 12 18 12 13 16 13
8-man Sapper Section 5 5
8-man Cavalry Troop 2 2
2" Mortar + 2 crew 4 1 1 1 4
Boys Anti-Tank Rifle a+ 2 crew 2 2
MMG + 3 crew 3 2 1 2 3
British
3" Mortar + 3 crew 2 2
Indian
3.7" Pack Howitzer + 4 crew 2 2 1 2 2
2lb Anti-Tank Gun + 5 crew 2 2
Universal/Bren Gun Carrier 1 1 1 1
Indian Pattern Carrier 3 3
Truck 4 4
Lorry 7 2 7
2-mule Team 9 9 4 8 8
Big Men 8 5 6 8 4 5 7 6 2 5 5 5 7 6 8 # 8 8 4 7 4 6 7 6 7
Sniper 1 1
8-Man Rifle/LMG Squad 10 10
10-Man Rifle/LMG Squad 23 6 9 9 9 16 9 10 3 9 10 10 10 11 # 11 11 7 23 8 10 10 7 13
10-Man Rifle/Mortar Squad 6 3 4 3 1 3 2 3 4 3 4 4 4 4 2 6 1 3 4 2 4
8-Man Engineer Squad 8 8
10-Man Engineer Squad 8 8 8 2 4 4 8 2
8-Man Burma Independence Army Squad 0 #
Japanese Anti-Tank Rifle + 2 crew 4 4 4 1 3 2 1 2
MMG + 5 crew 4 2 2 4 2 4 2 3 4 4 4 4 4 1 2 4 2 2
81mm Mortar + 3 crew 3 3 2 2 2
37mm Anti-Tank Gun 4 4 2 1
Type 92 70mm Infantry Gun 2 2
Type 41 75mm Mountain Howitzer 1 1 1
Type 95 Ha Go Tank 7 7 3 6
Truck 4 4
Captured Stuart "Honey" 2 2
Big Men 5 5 5 5
8-Man Rifle/LMG Squad 13 13 13 13
Chinese 2-Man LMG Team 3 3 3 3
Anti-Tank Rifle + 2 crew 1 1
M3 Half-Track 1 1
# indicates determined randomly

6
Campaign Map
TIBET
BH
UT
AN
YANGTZE

KOHIMA

N
WI
INDIA CHINA
IMPHAL IND
CH

DY
AD
AW
IRR

KALEWA
SHWEGYIN MEKONG
LASHIO

MONYWA MANDALAY

MEIKTILA TAUNGGYI
BURMA
YENANGYAUNG FRENCH
SIT

EN

INDO-
TA

MAGWE
WE

CHINA
NG

SAL

PROME TOUNGOO

PEGU

MOULMEIN
RANGOON

KAWKAREIK

THAILAND
YE

BAY OF TAVOY
BANGKOK
BENGAL

MERGUI

GULF OF
SIAM
VICTORIA POINT

7
Campaign Map with Scenarios Marked
TIBET
BH
UT
AN
YANGTZE

KOHIMA

N
WI
INDIA CHINA
IMPHAL IND
CH

DY
AD
AW
IRR

KALEWA
24
SHWEGYIN MEKONG
LASHIO

MONYWA 23 MANDALAY

22 TAUNGGYI
MEIKTILA
BURMA
20 FRENCH
YENANGYAUNG
SIT

EN

INDO-
TA

MAGWE
WE

19 18 CHINA
NG

SAL

21
16

PROME TOUNGOO
17 14
PEGU11
15 12
13 10 9
MOULMEIN
3-8
RANGOON 2
KAWKAREIK

THAILAND
YE

BAY OF TAVOY
BANGKOK
BENGAL

MERGUI

1 GULF OF
SIAM
VICTORIA POINT

8
Scenario 1: Operation Yacht
Game Briefing
As part of their plans to capture the Southern Region, the Japanese aimed to occupy Siam with the
15th Army (33rd and 55th Divisions) under Lt-Gen. Shojiro Iida. Holding Siam would protect the
right flank of the troops invading Malaya and allow an attack into the Tenasserim region of Burma:
a narrow strip running down into the Kra Isthmus that held aerodromes at Tavoy, Mergui and
Victoria Point: the main route of air reinforcement for Malaya. Although the capture of the whole of
Burma was not envisaged at this point, the plan was to look at taking Rangoon: neatly “squaring
off” the border between Siam and Burma and stopping the flow of lend-lease supplies from the
United States being landed at Rangoon and then shipped northwards onto the Burma Road and into
China.

The 143rd Infantry Regiment (from 55th


Division) was therefore temporarily attached to
25th Army’s invasion force, and landed at
Nakhorn, Bandon, Jumbhorn and Prachaub BURMA
along with the main invasion force on 8th
December 1941. In addition to capturing
Victoria Point, which they did on 14th
December, the 143rd’s duties included
guarding the main Siam/Malaya railway line
running up the eastern coast of the Kra SIAM
Isthmus. Rangoon

The British in Burma had, to a certain extent,


Moulmein
anticipated what the Japanese would do, and Bangkok
Tena

had also recognised how important the railway


line was to effective communication. Pre-war,
sser

they had drawn up a plan called Operation


Tavoy
im R

Yacht to send a force from Mergui over the


frontier into Siam and cut the line where it
egio

passed over two railway bridges. Prachuab


Mergui
n

Thus, on 9th December 1941, Major S.W.A.


“Bwana” Love (the nickname came from his
many years of previous service with the King’s
s
mu

African Rifles) led two columns of the Burma


Jumbhorn
Isth

Frontier Force into Siam. Victoria


Point Bandon
Kra

The Burma Frontier Force had been formed in


1937 when responsibility for the defence of Nakhorn
Burma had shifted from India to Burma itself.
It originally comprised six battalions of mostly Singora
Gurkhas and Indians taken from units of the Patani
Burma Military Police. Prior to the war, its
responsibilities were mostly for internal Kota
security and frontier guard duty; adding, once Bharu
war had broken out, guard duties at Burma’s
principal airfields. In 1941, the BFF was MALAYA
reinforced with the raising of four mobile units,

9
known as Field Force 1 - Field Force 4, whose role would be to scout forward and harass enemy
troops until regular forces could be deployed. Each ‘FF’ unit was organised into a unit HQ, two
troops of mounted infantry, and three infantry columns of around 100 men each. It was FF2, almost
entirely Gurkha in composition, which was stationed at Mergui and commanded by Major Love.

Love divided his men into three groups, each equipped with mule and pony transport, and set off
into the thick jungle. Each group was commanded by a British officer: Love took one, and the other
two were commanded by Captains E.J. Stephenson and J.O.V. Edwards.

Unfortunately none of the three groups had any success at all. Stephenson’s column spent the entire
time blundering around the jungle searching for a railway bridge that didn’t even exist (his map was
out of date); and Edwards’ ran straight into a strong Japanese force and was forced to retreat after
losing its radio and suffering heavy (fifteen) casualties.

Love’s column also withdrew, but on his way back to Mergui he was ordered to re-take the police
station at Bokpyin, half way between Mergui and Victoria Point, which had been occupied by the
enemy. Unfortunately neither the launch carrying mortar bombs for his mortars nor the promised
RAF support materialised, so Love attacked the police post with just rifles and hand grenades. The
police station was well defended and stood on a hill 147 feet high, and although Love’s men got
close enough to lob a few grenades, they could not take it. Worst of all, Love was killed and his
second-in-command was wounded. The column then withdrew to Mergui, leaving the police station
in Japanese hands. Two days later, a properly equipped company from the 2nd Burma Rifles easily
re-captured the station.

From start to finish, this was a sorry episode: even the official history calls it “needless and
blundering”. Especially so when one finds out that the message cancelling Operation Yacht was
received at Mergui only after Love had left.

Introduction

Although Love’s abortive attempt to capture the police station at Bokpyin would make a good
scenario (and provide an opportunity to field a Big Man named “Bwana” Love) this scenario will
cover Edwards’ encounter with the Japanese in the jungle east of Mergui.

The British will enter the table in column of march along a shallow streambed, with the Japanese
waiting for them strung out in a long line. Both sides will need to react quickly: the British to
switch from march column to some kind of offensive/defensive formation; the Japanese to
concentrate their force now that the enemy has been spotted.

Map & Terrain

The majority of the map is heavy jungle: dense bamboo that can only be penetrated by men on foot
moving at –3” per initiative dice rolled for movement. It provides excellent cover from spotting,
and good cover from fire. Visibility between units whose line of sight is either in or interrupted by
heavy jungle is limited to 12 inches.

The streambed should deduct 1” from each dice rolled for movement, but does not penalise either
spotting or shooting. The tracks are rough paths cut through the jungle, and do not penalise
movement at all.

The contours marked are shallow jungle-covered hills that do not subtract any additional dice from
movement, but do have crests and summits that will have an effect on spotting.

10
The village is more a collection of rough huts in a cleared area. The huts are made out of timber
frames covered with palm leaves. They thus provide cover from spotting but only a little cover
from fire: a bullet will go through a hut with no problems, but the person firing it may not be
clearly able see their target. The villagers have long since fled into the jungle: having no wish to
end up sandwiched between the two sides!

Initial Deployment

The British enter the table along the streambed from the east in column of march. You should ask
the British player for the order in which his units will enter the table. The British player may enter
1d3 units each time the British Blinds card appears.

The Japanese begin the game along the main north-south track and in the huts in the village. Once
the Japanese player has decided his order of march, place his Blinds in the westernmost huts and
then strung out along the main north-south track. Place 1d3 false Blinds in amongst the real ones:
one at the front of the column, one in the middle, and one at the back. The bottom of the column
should be on the track at the southern end of the table.

Note that the Japanese Blinds are actually placed on the table at the beginning of the game: this is
not an ambush scenario, but an encounter scenario.

Objectives and Victory Conditions

The British must exit a significant fighting force off the table to the west, leaving no significant
Japanese force behind them. The Japanese must stop the British advancing further west.

It is up to you to decide what constitutes “significant”, but you should award the British a victory if
you judge that they have exited enough men to the west to take the bridge that is their objective and
then fight their way back to Mergui. As a guideline, consider whether they could they encounter the
same sized Japanese force again and win.

Note that if the British have lost over half of their pack animals then their mission is effectively
over.

Special Rules

Neither side should be given a copy of the map prior to the battle.

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with one mortar each.

Each British section has two mules or ponies carrying supplies, and will therefore count as only six
men strong for initiative dice purposes unless the men leading them have freed themselves from this
responsibility in some way. Note that pack animals don’t like loud noises, and any that are
unrestrained are likely to run away if there is any shooting. Although the game begins with one
pack animal per man, a man may hold up to six at a time, or can use one initiative dice to tether an
animal to a tree or such like.

Shots fired at men and mules combined may strike either: dice for whether the man or the mule is
hit, with the effects (kill/wound/no effect) being the same for both. Those of you who have

11
embraced the dark side may like to dice to see whether the mule hit is carrying the force’s high
explosives and, if it is, whether they explode!

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Big Man x 5 Big Man x 3
Company HQ Column HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon 3rd Platoon
Rapid Deployment Hesitant Troops
Rally Poor Fire Discipline
Dynamic Commander Rally
Heroic Commander Heroic Commander
Scout
Banzai-ai-ai!

© Egmont UK Ltd

12
Scenario 1: Map

13
Scenario 1: British Briefing
It is 10th December 1941. You are Captain Edwards of Field Force Two (FF2) of the Burma
Frontier Force. Under Major “Bwana” Love, FF2 has been stationed at Mergui in the Tenasserim
region of southern Burma (the Kra Isthmus) with orders to protect the airfield there against
Japanese attack.

Now that the Japanese have invaded Siam, however, your orders have changed. As part of
Operation Yacht, FF2 will cross the border and attempt to cut the main north-south railway line that
is the only real line of communication between Ban Pong and Nakhorn, thus splitting the Japanese
forces into two parts, each of which can be overwhelmed in turn.

The Bwana has split FF2 into three columns, one of which you command. You and your men,
mostly of Gurkha origin, along with the mules and ponies carrying your supplies, are currently
making your way through the jungle in the direction of Prachuab. Your particular mission is to
destroy the bridge there that carries the railway line over a deep gorge.

You are currently moving east through dense bamboo jungle along a shallow streambed.

Initial Deployment

Your force will enter the table in column of march. Each time the British Blinds card appears, you
may bring 1d3 units onto the table. Before the start of the battle, you should write down the order
in which your men are marching: they will enter the table in that order.

Havildar Singh begins the game with the Scouts. Naik Gurung begins the game with 3rd Platoon.

Map & Terrain

Unfortunately, the only map you have of this area shows it only as a patch of green ink with
“jungle” marked on it. How very perceptive of the map-makers! You are currently navigating by
compass alone, and have decided to follow a streambed as it is going in approximately the right
direction and much easier than hacking your way through the dense bamboo.

Special Rules

Each section has two mules or ponies carrying supplies, and will therefore count as only six men
strong for initiative dice purposes unless the men leading them have freed themselves from this
responsibility in some way. Note that pack animals don’t like loud noises, and any that are
unrestrained are likely to run away if there is any shooting. This would be a bad thing in terms of
the long-term success of your mission, as you can’t march anywhere without food, water and
ammunition; and can’t blow up a bridge without high explosives!

Objectives and Victory Conditions

In order to claim victory, you must exit a significant fighting force off the table to the west, leaving
no significant Japanese force behind you. You should also aim to lose as few men and pack animals
as possible: remember that your eventual aim is to blow up a railway bridge near Prachuab.

14
Edwards Column, FF2

Big Men
Captain J.O.V. Edwards* (1d4)
Havildar Yk Singh (1d4)
Naik Ekbahadur Gurung (1d4)

Column HQ/Scouts
1 x Scout Section (8 men)
1 x 2” Mortar (2 crew)

1st Platoon
3 x Rifle Section (8 men and 2 mules each)

2nd Platoon
3 x Rifle Section (8 men and 2 mules each)

3rd Platoon
3 x Rifle Section (8 men and 2 mules each)

Troops/Dice 0 1 2 3 4
Platoons 1-3 1, 2, 3, 4 5, 6 7, 8 - -
Scouts 1, 2, 3 4, 5 6, 7 8 -

15
Scenario 1: Japanese Briefing
It is December 1941. You are Captain Itchi of 143rd Infantry Regiment of the Imperial Japanese
Army. Your regiment has been assigned the task of securing Thailand in order to protect the right
flank of the forces currently invading Malaya.

You have been assigned to the force which has been tasked with guarding the north-south railway
line that is the only real line of communication between Ban Pong and Nakhorn. If the enemy can
cut this line, then Japanese forces in Thailand run the risk of being split into two parts, each of
which could be overwhelmed in turn. You are also proud to discover that you have been given your
first real independent command: the force (which you have now christened Itchi Detachment) that
will operate out of Prachuab.

You are currently leading your men on a patrol westwards towards the border with Burma, and have
paused for a short rest.

Initial Deployment

Your force begins the game on table with its lead elements having just entered a small village, the
rest being strung out in a line along a narrow track. Before the start of the battle, you should write
down the order in which your men are marching: they will begin the game under Blinds on the table
in that order.

Map & Terrain

Unfortunately, the only map you have of this area shows it only as a patch of green ink with
“jungle” marked on it. How very perceptive of the map-makers! You are currently navigating by
compass alone, and have decided to follow this track as it is going in approximately the right
direction and much easier than hacking your way through the dense bamboo.

The majority of the map is heavy jungle: dense bamboo that can only be penetrated by men on foot
moving at –3” per initiative dice rolled for movement. It provides excellent cover from spotting,
and good cover from fire.

The contours marked are shallow jungle-covered hills that do not subtract any additional dice from
movement, but do have crests and summits that will have an effect on spotting.

The village is more a collection of rough huts in a cleared area. The huts are made out of timber
frames covered with palm leaves. They thus provide cover from spotting but only a little cover
from fire: a bullet will go through a hut with no problems, but the person firing it may not be
clearly able see their target. For some reason, the villagers have long since fled into the jungle!

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

Objectives and Victory Conditions

If you encounter the enemy, presumably on their way to cut the railway line, you should engage and
destroy them.

16
Itchi Detachment of the 143rd Infantry Regiment

Big Men
Taii Itchi (1d6)
Chui Ni (1d6)
Shoi San (1d6)
Gunso Chi (1d6)
Gunso Go (1d6)

Company HQ
1 x Rifle/Mortar Squad (10 men)

1st Platoon
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
2 x MMG (5 crew each)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; a Chui, a 1st Lieutenant; a
Shoi, a 2nd Lieutenant; and a Gunso, a Sergeant.

Troops/Dice 0 1 2 3 4
Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25%
dice in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing
dice even if reduced to zero initiative dice.

17
Scenario 2: Kawkareik
Game Briefing
For the rest of December 1941 and early January 1942, the Japanese prepared for their strike
towards Rangoon. Raised from the Osaka region, 25th Army under General Shojiro Iida
concentrated near Raheng and, with the aid of local labour, began improving the road towards the
border with Burma. The army comprised two divisions: 55th Division under Lt-Gen Yutaka
Takeuchi (14,000 strong with battle experience in French Indo-China) and 33rd Division under Lt-
Gen Shozo Sakurai (16,000 strong with battle experience in central China). 55th Division moved
up to the frontier first, with 33rd Division following behind.

On 7th January 1942, the Oki Detachment (3rd Battalion of 112th Infantry Regiment of 55th
Division) crossed the border and, with some difficulty, negotiated the Dawna Range of mountains
and trekked through the jungle towards Tavoy, a town of some 30,000 population. The journey was
arduous: made more so by the fact that the Japanese had chosen to carry extra ammunition rather
than adequate food. Making only 2-3 miles progress a day, the Japanese were soon forced to eat the
supplies meant for their pack animals, turning the rough rice into a sort of porridge, and then the
pack animals themselves!

Nevertheless, by 19th January, the Oki Detachment (one infantry battalion of three rifle companies;
six medium machineguns; two 70mm guns; two mountain guns; an engineer platoon and support
staff: some 1,500 men in all), had arrived in front of Tavoy and quickly overwhelmed its garrison of
6th Burma Rifles and a battery of the Burma Auxiliary Force. So easy was the victory ( the 6th were
“scattered like chaff” according to James Lunt) that only around 20 men were recorded killed.

With Tavoy in Japanese hands, Mergui was


BURMA effectively cut off, and its garrison was
withdrawn by sea between 20th and 23rd
January. This meant that the Japanese now
Raheng controlled all three of the Tenasserim airfields
(Victoria Point; Mergui and Tavoy): giving
Moulmein them the ability to provide fighter escort for
SIAM their bombers attacking Rangoon.
Rangoon
The main Japanese invasion of Burma,
however, began on 20th January, when the rest
Bangkok of 55th Division crossed the border and headed
Tena

towards Moulmein. Their way was blocked by


16th Indian Brigade, based at Kawkareik, and
sser

commanded by Brigadier J.K. “Jonah” Jones.


Tavoy
im R

The brigade consisted of 1/9 Jats; 1/7 Gurkha


Rifles; and 4th Burma Rifles (4 BURIF).
egio

Mergui Prachuab
The first clash, at 0400 hours, was between 55th
n

Division’s advance guard and D Company of


1/7th Gurkhas, who were forward of the main
position, dug in at milestone 51 near Myawadi.
s
mu

The Gurkhas were quickly forced to withdraw


Jumbhorn
Isth

Victoria after the Japanese moved round their flanks and


Point Bandon threatened to surround them.
Kra

18
The Japanese pushed forward rapidly: fighting their way over the Dawna Range against British
Indian troops who just couldn’t cope with the thick jungle conditions and the driving aggression of
their enemy. By the morning of 21st January, the British had been forced back to Kawkareik itself,
with the Japanese beginning to probe around their right flank.

Jones had been ordered to withdraw rather than get irrevocably entangled with an enemy so
obviously superior in numbers. The plan called for the infantry to withdraw by road to Kyondo, and
then go by boat down the Gyaing River to Moulmein. The brigade’s motor transport would have to
cross the river by ferry seven miles south-west of Kawkareik, and then drive to Moulmein along a
rough but serviceable track. It would not be the last time that terrain and poor lines of
communication determined what could and couldn’t be done.

Contact was broken without difficulty, but at around 1800 hours, brigade headquarters (including
the signals section) suddenly disintegrated when a mule train stampeded through them after being
startled by an unexpected burst of fire. The panic spread to 1/9 Jats, who had been ordered to hold
the bridgehead at Kyondo so that the rest of the brigade could withdraw through them. After
destroying the ferries, they fled. Worse still, at the vehicle ferry to the south, an overloaded
ammunition lorry sank the vehicle ferry, marooning all the brigade’s motor transport on the wrong
side of the river.

Jones gathered what he could of 1/7 Gurkhas and 4 BURIF at Kyondo, destroyed his motor
transport, loaded his wounded onto the only two small boats left, and ordered his men to march
down the river bank towards Moulmein. Fortunately the Japanese didn’t press home their advantage
and, after three days without food, they arrived at the steamer station and were ferried to Martaban.
All were exhausted.

This was not quite the end of 16th Indian’s Brigade adventures. In the confused retreat, D Company
of 4 BURIF, under Major Thackeray and composed of Kachins, had been cut off near Mepale. They

Salween Shwegun
River N
Duyinzeik
DAWNA SIAM
Paingkyon
Thaton RANGE
Pa-an

Kuzeik To
Mepale Raheng
Myawadi

Paung Kado Gyaing


River
Kawkareik
Kyondo
Martaban

Moulmein To Three
To Ye Pagodas Pass

19
conducted a fighting retreat to Pa-an that involved running battles with the Japanese and crossing
two unbridged rivers. The Company didn’t lose a single man, reputedly killed over 30 Japanese, and
brought back all their weapons and equipment.

NB the campaign map, below, shows only the principle roads, tracks and waterways of the area. All
the white spaces should be considered to be covered in thick bamboo jungle and criss-crossed with
rivers and streams.

Introduction

This is a standard attacker-defender scenario, with the Japanese attacking uphill against a dug-in
British force. It represents one of the many such encounters that took place as the Japanese forced
their way over the Dawna range towards Kawkareik.

Both sides will receive reinforcements at some point in the game.

Map & Terrain

The table should slope gently up from east to west, with two clear mini-hills breaking the smooth
progression of the contour lines.

Much of the table is heavy jungle: dense bamboo that can only be penetrated by men on foot
moving at –2” per initiative dice rolled for movement. This is less restrictive than the normal –3”
per initiative dice, but the map shows an area closer to the crest of the hill, so slightly less densely
overgrown. The bamboo still provides excellent cover from spotting, and good cover from fire.
Visibility between units whose line of sight is either in or interrupted by the heavy jungle is limited
to 18 inches.

The streambed subtracts 1” from each initiative dice rolled for movement, but is otherwise easy to
move along. The track is rough, and only negotiable by units moving on foot.

Initial Deployment

The Japanese will enter the table under Blinds anywhere on the eastern edge. Do not give the
Japanese player a copy of the map prior to the start of the game. They are moving forward fast and
have not had time to properly reconnoitre.

The British begin the game also under Blinds but already on-table anywhere west of the
easternmost small hill. They have dug-in, so may occupy trenches and foxholes. The British player
should be given a copy of the map prior to the game and asked to mark the positions of his trenches,
foxholes and men on it. The British player may also have initially unoccupied, secondary lines of
defensive positions for his men to retreat to.

This is not an ambush scenario (British jungle-craft is not yet good enough for that) and the
trenches and foxholes are fairly easy to spot, although the men in them may not be. The British may
also have blocked the streambed or the track with cut-down trees, which will take one initiative dice
to cross and provide cover to troops sheltering behind them.

Objectives and Victory Conditions

The Japanese must clear the way for the troops following them to continue the advance into Burma.
Their principal objective is to open up free passage for their men along the paths running east to

20
west. A secondary objective is to clear the streambed in the same way. In effect, they must either
destroy the British troops in front of them or force them to retreat. The Japanese will either win or
lose the game i.e. any situation that where they don’t have free passage along the path is a loss: they
cannot draw the game.

The British must hold their position: stopping or holding up the Japanese advance for as long as
possible. This is, however, not a suicide mission: the British officers have clear orders not to get
too entangled with an obviously stronger enemy force, so Umpires may award the British player a
draw if they feel that although they lost the position, they held the enemy for a respectable amount
of time and then successfully retreated off the table in good order leaving no wounded behind.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with one mortar each.

The pack should include a Turn Card in it. The British reinforcements will appear after five
appearances of the Turn Card. The Japanese reinforcements will appear after seven appearances of
the Turn Card.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 4 Big Man x 3
Company HQ 1 st Platoon
1 st Platoon 2nd P latoon
2nd P latoon Hesitant Troops
3rd P latoon Poor Fire Discipline
Rapid Deployment Rally
Rally Heroic Commander
Dynamic Commander Reinforcements
Heroic Commander Big Man x 1
Scout 3rd Platoon
Banzai-a i-ai!
Reinforcements
Big Man x 2
MMG’s
Mortars

21
Scenario 2: Map

22
Scenario 2: British Briefing
You are Captain John Smith, in charge of B Company, the 4th Burma Rifles. Although B Company
was originally raised to be all Karen tribesmen, it is now a more mixed force consisting of Karens,
Chins, Kachins, Indians and even the odd Gurkha and Burmese. No matter: you’re happy as long as
they all speak urdu and fight like men!

It is early January 1942. Your battalion is part of Brigadier “Jonah” Jones’ 16th Indian Brigade:
posted to Kawkareik as the first line of defence against possible Japanese invasion from Raheng.

You say “possible”, but now know that the enemy is definitely on the move. D Company, 1/7th
Gurkhas (also from your brigade) has already been forced to retreat from their positions forward of
you at Myawadi, and your company has been ordered up onto the Dawna Range (the line of
mountainous hills that separates Myawadi from Kawkareik) to block one of the passes through the
jungle there. You have dug in, and now await the arrival of the Emperor’s finest!

Introduction

Your orders are quite specific: ideally you must stop the enemy from passing through your
position, but your task is not a suicide mission and you should retreat if it looks as if you are going
to be overwhelmed.

You currently have two platoons forward covering the most likely route that the enemy will take,
with a third platoon behind you in reserve, able to be deployed where needed.

Initial Deployment

You begin the game under Blinds but already on-table anywhere west of the easternmost small hill.
You have dug-in, so may occupy trenches and foxholes. You should mark the positions of your
trenches, foxholes and men on the map of the area provided prior to the start of the game.

3rd Platoon is currently off table, but will march “to the sound of the guns” as soon as the enemy is
sighted. They will arrive later in the game anywhere along the western edge of the table.

Map & Terrain

The terrain slopes gently up from east to west, with two clear mini-hills breaking the smooth
progression of the contour lines.

Much of the table is heavy jungle: dense bamboo that can only be penetrated by men on foot
moving at –2” per initiative dice rolled for movement. This is less restrictive than the normal –3”
per initiative dice, but the map shows an area closer to the crest of the hill, so slightly less densely
overgrown. The bamboo still provides excellent cover from spotting, and good cover from fire.
Visibility between units whose line of sight is either in or interrupted by the heavy jungle is limited
to 18 inches.

The streambed subtracts 1” from each initiative dice rolled for movement, but is otherwise easy to
move along. The track is rough, and only negotiable by units moving on foot.

Special Rules

The Umpire will let you know when third platoon arrives at the edge of the table.

23
Objectives and Victory Conditions

Prevent the Japanese passing through your position for as long as possible. If it looks as if you are
going to be overwhelmed, break contact and retreat in good order.

B Company, 4th Burma Rifles

Company HQ
Captain John Smith (1d4)

1st Platoon
Havildar Ta (1d4)
4 x Rifle Section (8 men each)

2nd Platoon
Havildar Ki (1d4)
4 x Rifle Section (8 men each)

3rd Platoon (off-table at start of game)


Havildar Tho (1d4)
4 x Rifle Section (8 men each)

Troops/Dice 0 1 2 3 4
Platoons 1-3 1, 2, 3, 4 5, 6 7, 8 - -

24
Scenario 2: Japanese Briefing
You are Captain Itchi of the 112th Infantry Regiment, under Colonel Obarazawa, and are currently
in command of the most forward elements of the Imperial Japanese Army’s advance into Burma!

Yesterday, you crossed the border and easily pushed the enemy out of Myawadi. Now you are
attempting to cross the Dawna Range: mountainous hills that lie between you and the rest of the
Tenasserim area of Burma. Your target is the town of Kawkareik: identified as the next British
strongpoint.

Your company is up in front of the rest of 112th Regiment, scouting the way forward through the
heavy jungle. You are now approaching the top of the next hill, and are rather looking forward to
the rest that you have promised yourself when you get there!

Suddenly there is a commotion from up ahead. One of your scouts has returned and reports that
there are enemy positions in front of you. No problem: you will smash them aside and continue
your advance. Banzai!

Introduction

This is a straight attacker and defender scenario, with you as the attacker and the British and their
lackey Indian troops as defenders.

You start the game with just the rifle and rifle/mortar elements of your force. Your support weapons
will arrive in due course.

Initial Deployment

You may enter the table anywhere on the eastern edge. You enter under Blinds: one per platoon
plus four False Blinds. You may place up to three new Blinds onto the table each time your Blinds
card appears.

Map & Terrain

You do not have a map of your immediate surroundings available to you, but much of the table is
heavy jungle: dense bamboo that can only be penetrated by men on foot moving at –2” per
initiative dice rolled for movement. This is less restrictive than the normal –3” per initiative dice,
but you are heading for an area closer to the crest of the hill, so slightly less densely overgrown.
The bamboo still provides excellent cover from spotting, and good cover from fire. Visibility
between units whose line of sight is either in or interrupted by the heavy jungle is limited to 18
inches.

Objectives and Victory Conditions

You must clear the way for the rest of 55th Division to continue the advance into Burma. Your
principle objective is therefore to open up free passage along the paths running east to west. A
secondary objective is to clear the streambed in the same way.

In effect, you must either destroy the British troops in front of you or force them to retreat. You will
either win or lose the game i.e. any situation that where you have failed to establish free passage
along the path and/or streambed is a loss: you cannot draw the game.

25
Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

The Umpire will let you know when your support weapons arrive at the edge of the table.

Itchi Detachment, B Company, 2nd Battalion, 112th Infantry Regiment

Big Men
Taii Itchi (1d6)
Chui Ni (1d6)
Shoi San (1d6)
Gunso Chi (1d6)

Company HQ
1 x Rifle/Mortar Squad (10 men)

1st Platoon
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

Reinforcements

Big Men
Gunso Go (1d6)
Gocho Roku (1d4)

4th Platoon
2 x MMG (5 crew each)

5th Platoon
2 x Type 99 81mm Mortars (3 crew each)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; a Chui, a 1st Lieutenant; a
Shoi, a 2nd Lieutenant; a Gunso, a Sergeant; and a Gocho, a Corporal.

Troops/Dice 0 1 2 3 4
Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice in melee,
never surrender, and need not take prisoners. They also get a
minimum of one firing dice even if reduced to zero initiative dice.

26
Scenario 3: Moulmein
Game Briefing
Major-General J.G. “Jacky” Smyth, V.C., commanding the re-formed 17th Indian Division, was not
happy. He had already effectively lost one of his brigades (16th Indian Brigade) trying to defend
Kawkareik, and his repeated requests to be allowed to consolidate his troops west of the Sittang had
been refused by General Tom Hutton, General Officer Commanding, Burma, who was under
intense pressure from Wavell, Supreme Commander Far East, to defend the country as far forward
as possible.

Hutton and Wavell did not seem to understand Smyth’s difficulties. Firstly, his troops were largely
raw: the battalions being either newly-raised or, if more experienced, new to the region and having
been milked of their best men to provide seeds for new units. Most battalions were also under-
strength (his best, the 2nd King’s Own Yorkshire Light Infantry, could only muster 250 men), and
he had learnt that you could not absolutely rely on any of the Indian or Burmese troops that made
up the majority of his force to stand and fight if seriously threatened.

Secondly, the area he was expected to defend was geographically vast: the enemy could attack
anywhere along a perimeter that he estimated would need at least another full division to cover
properly. The terrain he was expected to fight over was also truly dreadful: dense bamboo jungle
interrupted only by a network of unfordable rivers. His lines of communication were along rough
tracks often barely wide
enough for one vehicle to
N move along, with muscle-
powered ferries usually the
only way to cross a river. As
James Lunt wrote in his diary:
“Why, oh why, didn’t we start
Hmyawlin
building strategic roads two
MOULMEIN
years ago?”
Karonkarok
Thirdly, his enemy were not
the over-rated amateurs that
Wavell seemed to think they
were, and the Supreme
Commander’s comments about
Ngante turning Moulmein into a
Myenigon
second Tobruk seemed just
plain fanciful. Not only were
the Japanese gradually
Kawegyangon
establishing air superiority, but
he estimated that they could
Zegyo attack with two full divisions,
Landing each of which was larger than
Ground
his, and could concentrate
where they would. He, on the
other hand, had had to split his
men into penny-packets in
order to defend every
vulnerable point between
Rangoon and Victoria Point.

27
Maintaining good radio communication was also proving troublesome: there just weren’t enough
radio sets to go round, and those W/T sets that were available would break down or fail to penetrate
the terrain with alarming regularity. The most reliable form of communication was the local
telephone service!

Finally, neither he nor Hutton were well men. Hutton had been on the sick list when posted to
Burma, and Smyth had been suffering for some time with what is horribly described as an anal
fistula: something that left him in extreme physical pain to the extent that his doctor kept him going
only with injections of arsenic and strychnine!

Moulmein lay at the mouth of the Salween River. It was a prosperous teak and rubber exporting
town of about 50,000 inhabitants. Roughly rectangular, its north and west sides were bordered by
the river. A long ridge ran north-south through it, dominating the town. To the east was an area of
flat rice fields with patches of jungle. To the south the terrain was more broken, with rubber
plantations gradually giving way to more jungle.

Smyth thought it an impossible place to defend, and an even more impossible place from which to
retreat: “the only line of withdrawal was by river streamer across a broad expanse of water”. The
perimeter was about twelve miles round, and defending it was only 2nd Burma Brigade and a
detachment of locally raised troops defending the airfield.

2nd Burma Brigade (the


BRITISH POSITIONS Tenasserim Infantry Brigade)
Noon 30th Jan
N 3pm
commanded by Brigadier
8pm A.J.H. “John” Bourke,
9.45am 31st Jan consisted of: 8th Burma Rifles
(8 BURIF) under Lt-Col.
Bowers, in charge of the
Hmyawlin
southern sector; 7 BURIF
MOULMEIN
under Lt-Col. McCarthy,
Karonkarok defending the ridge; 3 BURIF
under Lt-Col. Taylor, watching
the northern sector and the
Brigade HQ crossings over the Ataran; with
4/12 Frontier Force Regiment
(4FFR), who usually referred
Myenigon
Ngante to themselves as the 4th Sikhs,
under Lt-Col. W.D. “Donny”
Edward, in reserve. 4FFR were
short one company who had
Kawegyangon
been sent out to assist the
withdrawal of the company of
Zegyo 1/7 Gurkhas that had been
Landing posted to Three Pagodas Pass.
Ground
The brigade also included 12
Mountain Battery under Major
John Hume (3.7” pack-
howitzers) and a section of 60
Field Company, the Madras
Sappers and Miners. Finally,
there were four Bofors AA

28
guns under Lieutenant Mehar Dass; and a detachment of locally raised Sikh troops tasked with
protecting the airfield.

As 16th Indian Infantry Brigade made their retreat from Kawkareik (21st - 23rd January, see
Scenario 2), the British were still struggling to get Moulmein into a properly defensible state: a task
made more difficult by the lack of proper equipment. Some battalions had no entrenching tools and
were having to dig in using bayonets, and there was a universal shortage of both barbed wire and
mines.

The Japanese, on the other hand, had been surprised at how easy it had been to take Kawkareik but,
true to form, hurried to take advantage of the situation. General Takeuchi’s 55th Division were
ordered to head for Moulmein as fast as possible with whatever troops could manage to make the
journey over the rough terrain. In the event, 55th Division attacked Moulmein with four infantry
battalions; five batteries of field artillery; two squadrons of cavalry; and two companies of
engineers: about 8,000 men or around two thirds of their paper strength. They were also operating
right at the limit of their supply train: as their lines of communication still stretched back to Raheng
over the Dawna Range and along a track severely damaged by the demolitions of the retreating
British.

The Japanese gradually infiltrated their troops into the Moulmein area, and several skirmishes were
fought between 26th and 29th January, as a result of one of which the company of 4FFR that had
been sent to Three Pagodas Pass was not only unable to make contact with the retreating Gurkhas,
but was cut off near Mudon
JAPANESE and had to make their own way
N ATTACKS back towards Rangoon by sea.

The first major Japanese


5 attacks began early on 30th
5
6 January and were launched
Hmyawlin
from the south and the east.
MOULMEIN
2 Lieutenant N.R. Watts,
Karonkarok commanding the detachment of
troops manning the airfield,
6
was surrounded by midday, but
Brigade HQ 3 kept directing the fire of 12
2
Mountain Battery onto the
enemy advancing towards
3
Ngante Zegyo. Reports also reached
Myenigon
the British that the Japanese
had reached Kado, on the other
4 side of the river from
4 Kawegyangon
Moulmein, and had begun
2 building rafts: presumably with
Zegyo the intention of assaulting the
Landing town’s northern side.
Ground
1
2 At noon, there was an
unpleasant surprise for
1 Brigadier Bourke: Brigadier
Roger Ekin of 46 Brigade
arrived to take over command
of Moulmein. Hutton and

29
Smyth, unhappy with Bourke’s pessimistic (but entirely accurate) view of the situation prior to the
battle, expressed in a conference between the three of them on 28th January, had decided to replace
him with Ekin, but neither had quite got around to telling him!

This was potentially disastrous for the British. As Ekin says: “On arrival there at 12 noon (after a
sixty-mile journey) the Jap attack had already begun, and I had to assume command of troops I had
never seen , on ground that I did not know, with the Brigade Major out of action, later replaced by
one who was also a stranger to Moulmein”. Fortunately Brigadiers Bourke and Ekin, realising that
this was no time for argument, quickly agreed that although Bourke would officially relinquish
command to Ekin, Bourke would also stay on as an indispensable advisor.

Although 8 BURIF had repulsed all attacks to the south, by early afternoon the Japanese had
overrun the forward positions of 3 BURIF and taken Ngante and Hmyawlin. Ekin ordered 3 BURIF
to fall back to a line running north-south through Myenigon, and for 4FFR to move out of reserve to
support 7 BURIF on the ridge. During the afternoon, 3 BURIF disintegrated, and by 5.30pm 4FFR
were heavily engaged. By early evening, even 8 BURIF were becoming exhausted, having fought
all day, and were ordered to fall back to a new line running from the bottom of the ridge to the sea.
Left behind, holding the airfield, was the small party of locally recruited Sikhs, who fought on for
another 24 hours before breaking out and making their way to Martaban.

Boats were also spotted heading across the river from Kado, and at around 10pm the Japanese
began landing on the northern shore, immediately engaging 7 BURIF in their positions on the
northern end of the ridge. By midnight, pressure was increasing on the defences on all sides, and
Ekin told Smyth that he did not feel that Moulmein could be held during daylight on the 31st.
Smyth had already sought and received permission to withdraw from Hutton, so ordered Ekin to put
into action his withdrawal plan and sent the fifteen steamers waiting at Martaban to evacuate the
troops from Moulmein over the river: they arriving at around 3am.

By 2am, the AA guns had been lost and 7 BURIF had been driven back to the police lines at the
northern end of the section of the town bordering the Salween; and although fighting died down
until daylight, the situation looked grim for the defenders.

Ekin began withdrawing his men at 8am, just before the Japanese launched another major attack.
The British forward units disengaged successfully, counter-attacks driving the enemy backwards,
and by 10am all had embarked except for 4FFR who held a small bridgehead around the ends of the
two southern jetties.

During the withdrawal, Major John Hume, commanding 12 Mountain Battery, discovered that one
of his sections (i.e. two guns) was missing. Taking a party of gunners and some of 4FFR, he fought
his way back into the town and recovered the guns.

Similarly, Lieutenant Mehar Dass, whose troops of Bofors AA guns had been overrun the evening
before, discovered that the Japanese had failed to post a guard on the abandoned guns. Taking a
party of men, he managed to get back to his position and disable all but one of the guns: this being
dragged back towards the ferry. Unfortunately it proved impossible to get it on board, and Dass was
taken POW as he headed back into the town in a last ditch attempt to round up some of his missing
men.

Finally, at around 1030hrs, brigade headquarters and 4FFR retreated as well: with the final steamer
literally leaving the quay as the Japanese rushed onto it!

Although Moulmein was lost, 2nd Burma Brigade had defended the town stubbornly, and the

30
withdrawal had been a masterpiece of successful retreat. The Brigade reached Martaban with all of
its essential equipment (including wireless sets!), having lost only the four Bofors AA guns, a few
vehicles and about a quarter of its strength.

Introduction

The defence and retreat from Moulmein provides a whole host of possible scenarios, including the
initial Japanese attacks on Zegyo, Ngante and Hmyawlin; Japanese attacks up the main north-south
ridge; and the final defence of the town and jetty area itself.

This scenario will focus on the last moments of the defence: with a company from 4FF tasked with
holding a vital road open until Major Hume returns from securing his missing guns.

Map & Terrain

The map represents a section of the wharf-side area of Moulmein. It is based on military maps from
the official history. The westernmost road and buildings border the river, with the
three roads leading off the map to the west turning into three jetties: this really is the last line of
defence! To the east of the map, an area of cleared ground leads up to the main Moulmein ridge.
Just off the map to the north-east is the town jail. The areas to the north and south of the map are
similar to the one shown, with brigade HQ in the brick Telephone Exchange just off the map to the
south.

The buildings are all the sort of structures you would expect to find in a busy 1940s Far East
harbour area. The majority are wooden warehouses, with the odd brick building as offices,
government buildings or more secure holding facilities. The areas shown as open are yards
(especially timber yards) or areas of light industrial wasteland, perhaps with the odd shack dotted
around. The town is described as being a maze of small streets and alleyways. Artillery fire should
be fairly devastating against the wooden buildings, almost certainly setting them on fire.

Initial Deployment

The British may place their troops anywhere west of the easternmost road. They may also have
established up to three rough roadblocks with bits of timber or disabled vehicles.

The Japanese will start with quite a small force, gradually building to an overwhelming one as more
troops come forward. Each set of troops (i.e. Initial Troops, then each set of Reinforcements)
appears as three Blinds, with each platoon or support weapons platoon appearing under its own
Blind, with any excess Blinds being false. As examples, the Japanese initial force is thus one true
Blind with two false Blinds; and the Third Reinforcements are two true Blinds (one for the infantry
platoon, one for the MMG platoon) and one false one. The situation is very confused for the British,
with small parties of Japanese infiltrating forwards all over the place. The Japanese will start the
game with their Initial Troops on the edge of the table, and will receive one set of reinforcements
every second appearance of the Turn Card i.e. on appearance 2, 4, 6, and 8.

Objectives and Victory Conditions

The British player must hold their positions for long enough for Major Hume to enter and leave the
table. They must then retreat as many of their men as possible off the map to the west. They win a
victory if Major Hume exits the table to the west. They score a major victory if they can also then
exit at least three quarters of their surviving troops. Generous Umpires may allow them a draw if
Major Hume is stopped on-table but the troops are successfully withdrawn.

31
The Japanese must capture the table: preventing the British fulfilling their victory conditions.

Special Rules

The British player should be allowed a copy of the map prior to the game and/or time to familiarise
himself with the terrain to be fought over: 4FFR have been in Moulmein for some time. The
Japanese should be given neither a copy of the map nor much time to study the table prior to the
game beginning.

Major Hume will enter the table on the fifth appearance of the Turn Card. Umpires may alter this
timing if they fell this is too early or too late to make a good game of the battle. He and his men will
enter the table at the southern tip of the easternmost road, presumably immediately turning left
towards the wharves. Major Hume’s first appearance should be controlled by the Umpire and
involve a full move towards the wharves with all initiative dice. After that, control reverts to the
British player.

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 8 Big Man x 4
1 st Platoon 1 st Platoon
2nd P latoon 2nd P latoon
3rd P latoon 3rd Platoon
4th Platoon Rally
5th Platoon Heroic Commander
MMG’s
Mortars Big Man x 1
Heroic Commander Gunners & Escort
Scout
Banzai-a i-ai!
Rapid Deployment
Rally
Dynamic Commander
Off-Table Artillery

32
Scenario 3: Map
N

33
Scenario 3: British Briefing
It is early in the morning on 31st January 1943. You are Captain S.H.J.F. Manekshaw of 4th Sikhs
(4FFR), part of the 2nd Burma Brigade defending Moulmein.

The town is lost. Attacked yesterday by at least a division of Japs, the perimeter has been pushed
back and pushed back until only a narrow arc around the main jetties remains. Originally in reserve,
4FFR were in action by early afternoon yesterday, and have fought almost continuously since then.
You are currently forming the rearguard of the defence: holding the line until the wounded and
stragglers from the rest of the brigade can be got onto the ferries sent from Martaban.

You are also aware that Major Hume, of 12 Mountain Battery, is forward of your positions looking
for a missing gun section. The Major is determined not to leave his guns to be snaffled by the
enemy, and has taken a party of gunners and 4FFR out to find them.

Having had a quick rest in the hours before dawn, the Japanese have begun moving forward again.
You just hope you can hold them for long enough!

Introduction and Initial Deployment

This is an attacker/defender scenario, with you as the defender. Look at the map: you may place
your troops anywhere west of the easternmost road. You may also have established up to three
rough roadblocks with bits of timber or disabled vehicles. The Japanese should enter the table from
the northern half of the eastern edge. All your men begin the game under Blinds.

Major Hume will enter the table at the southern tip of the easternmost road, presumably
immediately turning left towards the wharves. You must hold your positions for long enough for
him to successfully enter the table, travel its length, and then exit the table to the west i.e. on to one
of the jetties.

Once Major Hume has left the table, you can then retreat your men as well: with the game ending
once your last man has left the table.

Map & Terrain

The map represents a section of the wharf-side area of Moulmein. It is based on military maps from
the official history. The westernmost road and buildings border the river, with the
three roads leading off the map to the west turning into three jetties: this really is the last line of
defence! To the east of the map, an area of cleared ground leads up to the main Moulmein ridge.
Just off the map to the north-east is the town jail. The areas to the north and south of the map are
similar to the one shown, with brigade HQ in the brick Telephone Exchange just off the map to the
south.

The buildings are all the sort of structures you would expect to find in a busy 1940s Far East
harbour area. The town is a maze of small streets and alleyways. The majority are wooden
warehouses, with the odd brick building as offices, government buildings or more secure holding
facilities. The areas shown as open are yards (especially timber yards) or areas of light industrial
wasteland, perhaps with the odd shack dotted around.

Special Rules

The howitzers will enter the table without any ammunition, and may not be fired during this game.

34
Objectives and Victory Conditions

You win a victory if Major Hume exits the table to the west.

You score a major victory if you can also then exit at least three quarters of your surviving troops.
Generous Umpires may allow you a draw if Major Hume is stopped on-table but the troops are
successfully withdrawn...but I wouldn’t count on it!

Rearguard Contingent: 4/12 Frontier Force Regiment (4FFR) aka 4th Sikhs

Big Men
Captain S.H.J.F. Maneckshaw* (1d6)
Havildar Yk Singh (1d6)
Naik Do Singh (1d4)
Naik Tin Singh (1d4)

1st Platoon
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)

2nd Platoon
3 x Rifle Section (8 men each)

3rd Platoon
3 x Rifle Section (8 men each)

Missing Gunners/4FFR

Major John Hume* (1d6)


Troops/Dice 0 1 2 3 4
2 x 3.7” pack howitzer (pulled by crew)
4FFR 1, 2, 3 4, 5 6, 7 8 -
2 x Rifle Section (8 men each)

35
Scenario 3: Japanese Briefing
You are Captain Itchi of the 55th Division of the Imperial Japanese Army. It is the end of January
1943, and you and your men are part of the force attacking the town of Moulmein at the top of the
Tenasserim area of Burma. Victory here is the next stepping stone on the drive to capture Rangoon.

Just getting into Burma has been hard: involving a terrible trek across the mountains that separate it
from Thailand. Fortunately, as the enemy have had to spread their forces thin to cover the whole of
the border, 55th Division has been able to concentrate on a narrow front and attack individual
enemy brigades one by one rather than all at once. You have already blasted through Kawkareik,
and have now almost captured Moulmein as well. You have noted that the enemy troops are
unpredictable: one lot will break and run at the first sign of trouble, another lot will fight like tigers.
It is good that your men fight like demons all the time!

It is now certain that Moulmein will fall to the IJA. What currently matters is how many troops the
British can evacuate before they are forced to surrender. You are leading the thrust heading for the
town’s docks, aiming to capture the jetties and halt any withdrawal by river. Your orders are very
clear: drive down into the docks and crush all resistance there.

Introduction and Initial Deployment

This is a straight attacker and defender scenario, with you as the attacker. Not all of your force is
available to you at the start of the battle: your rapid advance has meant that your men have become
somewhat strung out. You will therefore start with quite a small force, gradually building to an
overwhelming one as more troops come forward. There is, however, no time to be lost: every
minute delay gives the enemy more time to evacuate the town.

You will start the game with your Initial Troops on the edge of the table, and will receive one set of
reinforcements every second appearance of the Turn Card i.e. on appearance 2, 4, 6, and 8.

Map & Terrain

You are driving down from the high ridge that dominates Moulmein, past the town jail, into the
wharf/docks area of the town. On the other side of the buildings in front of you is the Salween
River: the anvil to your hammer!

The buildings in front of you are all the sort of structures you would expect to find in a busy 1940s
Far East harbour area. The majority are wooden warehouses, with the odd brick building as offices,
government buildings or more secure holding facilities. Open areas are yards (especially timber
yards) or areas of light industrial wasteland, perhaps with the odd shack dotted around. The town
looks like a maze of small streets and alleyways.

Objectives & Victory Conditions

Drive down to the water and crush all enemy resistance in this sector.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

36
Each set of troops (i.e. Initial Troops, then each set of Reinforcements) will appear as three Blinds,
with each platoon or support weapons platoon appearing under its own Blind: any excess Blinds
being false. As examples, your initial force is thus one true Blind with two false Blinds; and the
Third Reinforcements are two true Blinds (one for the infantry platoon, one for the MMG platoon)
and one false one.

Elements of 55th Infantry Division

Initial Troops/1st Platoon


Gunso Shi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

1st Reinforcements/2nd Platoon


Taii Itchi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

Heicho San (1d2)


2 x MMG (5 crew each)

2nd Reinforcements/3rd Platoon


Chui Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Reinforcements/4th Platoon


Engineer Taii Go (1d6)
4 x Engineer Squad (10 men each)

Heicho Shichi (1d2)


2 x MMG (5 crew each)

4th Reinforcements/5th Platoon


Engineer Shoi Roku (1d6)
4 x Engineer Squad (10 men each)

Heicho Hachi (1d2)


2 x Type 99 81mm Mortars (3 crew each)

Off-Table Artillery
Three fire missions of four 105mm Howitzers

The ranks of your Big Men Troops/Dice 0 1 2 3 4


are given in Japanese. A Taii
is a Captain; a Chui, a 1st Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
Lieutenant; a Shoi, a 2nd All your infantry are fanatical: they get +25% dice in melee,
Lieutenant; a Gunso, a never surrender, and need not take prisoners. They also get a
Sergeant; and a Heicho, a minimum of one firing dice even if reduced to zero initiative dice.
Lance-Corporal.

37
Scenario 4: Paung
Game Briefing
After the fall of Moulmein on 31st January, the Japanese 55th Division concentrated on the town,
preparing for a drive northwards by bringing up supplies and river crossing equipment. This took
about three days, after which the division made repeated attempts to land at Martaban, all the while
subjecting the town to continual air raids and bombardment. Meanwhile, 15th Army’s other
division, 33rd Division, was ordered to secure the ford across the Salween River at Pa-an.

33rd Division duly moved forward and, on the night of 3rd/4th February 1942, the forward units of
215th Regiment pushed the British out of Pa-an after a sharp skirmish with patrols from the 1/7th
Gurkhas of 16th Indian Brigade. They then halted to bring up bridging equipment and to
reconnoitre the British
Sittang positions on the other side
Inkabo of the river at Kuzeik.
Kinmun
The next week saw both
sides limiting themselves
to patrols and small scale
probing attacks: the
Ahonwa Japanese taking the
opportunity to begin
properly collecting the
rear elements of their
Bilin divisions still strung out
Salween
along the trails leading
River back to Thailand.; and the
Kyaikto
British swapping the
Mokpalin Shwegun battered 16th Indian
Brigade, currently tasked
Duyinzeik with holding the line of
the Salween, for the better
quality 46th Indian
Thaton Brigade. Smyth was still
Pa-an concerned about the size
of the area his 17th
Kuzeik Division had to guard and
the quality of his troops:
some of 16th Indian
Brigade’s troops had to be
re-assigned to 46th Indian
Paung Kado Gyaing
Brigade just to provide
River the numbers required to
cover the ground.
Martaban
Martaban, facing the
Japanese 55th Division,
Moulmein was now held by just the
3/7th Gurkha Rifles and a
N company of the 2nd
King’s Own Yorkshire

38
Light Infantry (KOYLI), still in their topis and without any picks or shovels with which to dig
trenches.

On the 9th of February, the British discovered that the Japanese had finally managed to land troops
west of Martaban, and had set up a roadblock eight miles north of the town, near Paung. From their
position they now began firing mortars into Martaban which, added to the existing artillery and
aerial bombardments, threatened to destroy any resistance there by a slow but steady erosion of
strength.

On learning of the Japanese landings, Smyth and Ekin (commanders of 17th Division and 46th
Brigade respectively) decided that no useful purpose could be fulfilled by leaving men at Martaban
and, because of unreliable WT transmissions and the fact that the Japanese had already cut the
telephone line from HQ at Thaton, dispatched a liaison officer from the Gurkha Rifles to them with
the order to withdraw. The officer was to travel with a sub-section of two 1922 Rolls Royce Indian
Pattern armoured cars from the armoured car section of the Rangoon Battalion of the Burma
Auxiliary Force.

The armoured cars, “Eagle” and “Hawk”, left Thaton at about midday on the 9th, but just north of
Paung ran into a patrol of Gurkhas who told them that the way through to Martaban was blocked.
Aware of the importance of the message carried, the liaison officer and sub-section commander
decided to try and get through to Martaban anyway, and headed south with all due dispatch.

After surviving an attack by Japanese bombers, the two armoured cars ran into the roadblock. Fire
from Japanese machine guns (the primary source says LMGs with armour piercing bullets) hit the
leading car, “Eagle”, and the Gurkha Rifles officer, the sub-section commander and the driver were
all wounded, with the liaison officer subsequently dying of his wounds. Both cars returned fire and,
despite his wound in his leg, the driver of “Eagle” was able to turn his car round and drive back in
the direction of Thaton. Unfortunately, after only approximately one and a half miles, “Eagle’s”
engine seized (its radiator had been badly pierced during the action) and the car had to be towed the
rest of the way to Thaton by a lorry.

The remaining car, “Hawk”, engaged the enemy at the road block but, while attempting to turn

39
around, its driver stalled the engine and couldn’t restart it. A sharp engagement lasting about a
quarter of an hour followed: with the enemy fire from the west side of the road silenced but the car
commander and the driver wounded. Eventually, however, the engine was restarted, and the car
driven back to Thaton.

Meanwhile, Lt-Col. H.A. Stevenson, commanding officer of the Gurkhas, had himself decided to
clear the roadblock and, later that afternoon, two companies of Gurkhas did the job at the point of
the bayonet: dispersing the Japanese into the surrounding hills. Realising that the situation could
only get worse, Stevenson then decided to withdraw on his own initiative and, that night, after
destroying their transport, the Gurkhas and KOYLI began the 50 mile march to Thaton, arriving
there on 11th February.

Incidentally, it is worth noting that the official history, several of the indirect primary sources, and
nearly all the secondary sources incorrectly attribute the loss of the two BAF armoured cars to a
morning attempt to force the roadblock from Martaban, not the attempt of the Gurkha liaison officer
to get through with the order to withdraw.

Introduction/Running the Game

This scenario is divided into two parts. The first part will involve the two British armoured cars
trying to force their way through to Martaban, the second will involve the Gurkhas trying to clear
the roadblock from the south. Obviously it is nigh on impossible for the British armoured cars to
force the roadblock on their own, so what is relevant for the first encounter is how many casualties
the British armoured cars manage to do the Japanese before being destroyed or forced to withdraw.

At the beginning of the game, give the Japanese player his briefing, and the British player “British
Briefing A”. The Japanese player should then be given some time to familiarise himself with the
table and terrain. Do not let the British player see either the map or the table prior to the start of the
first turn.

The British player will be surprised at the paucity of his forces for the first encounter, but will
expect to receive reinforcements. Once both armoured cars have been either destroyed or
withdrawn, send him out of the room again, but give him “British Briefing B” to read.

At this point, having successfully repelled the British once, the Japanese player may then heal all
wounds and reorganise his forces as he wishes, with his troops being once again taken off the table
under Blinds. Do not give him any hints of what is to follow: he might assume that the British will
try and force the roadblock from the north a second time, and thus be surprised when the Gurkhas
arrive from the south!

Once the Japanese player is ready, bring the British player back into the room and begin the second
encounter.

Map & Terrain

The terrain is mostly jungle: light jungle near the road and the banks of the stream, heavy jungle for
the rest. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving at –3”
per initiative dice rolled for movement. It provides excellent cover from spotting, and good cover
from fire. Visibility between units whose line of sight is either in or interrupted by heavy jungle is
limited to 12 inches. Light jungle still provides excellent cover from spotting and good cover from
fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

40
The hills are gentle slopes. The stream is only a foot or so deep, and thus presents no obstacle to
movement.

Vehicles can only travel along the road, which is just wide enough for two armoured cars to pass
each other provided the drivers have no distractions! Note that the bend in the road allows troops at
C to see points A and B, but troops at A cannot see point B and vice versa.

The roadblock at point C is made out of chopped down tree trunks and is of good, solid
construction. There is no way that the armoured cars can ram their way through it, and it will take a
lot of Vickers fire to chop a hole in it. Just about the only way to get rid of it is to either shift it out
of the way by main strength (a whole section needed per trunk) or to blow it up with explosives. It
should effectively be impossible to remove the roadblock unless you control the table.

Initial Deployment

The Japanese will begin the game on table under Blinds. Their initial positions are defined in their
briefing: two sections and an MMG to the north at point B; one platoon and an MMG to the south at
point A; and the rest of the company in camp at point C.

For the first encounter, the British armoured cars will enter the table under Blinds along the road
from the north. For the second encounter, the Gurkhas will enter the table at any point along its
southern edge.

Objectives and Victory Conditions

The Japanese player’s objective is very simple: hold their position, maintain the roadblock, and
prevent any traffic from moving along the road.

As we can assume that it is impossible for the British armoured cars to force the roadblock, the
British objective, no matter what is written in their briefings, really only involves the attempt of the
Gurkhas to clear the road. Their objective is therefore also very simple: destroy the roadblock, open
the road, clear all Japanese from the area.

The Japanese win a victory if they manage to hold their position and maintain the roadblock. They
may claim a great victory if they disable or destroy one armoured car, an enormous victory if they
get both.

The British may claim a victory if they clear the roadblock and clear all Japanese from the table.
They may claim an enormous victory if they do this and one or both armoured cars successfully
retreat off the table.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

The Gurkhas are Elite troops.

The British Vehicle Breakdown card only applied to an armoured car that has already moved in the
turn that the Vehicle Breakdown card appears. If neither has moved so far that turn when the card

41
appears, then the card has no effect. In the actual historical encounter, one armoured car driver
stalled his vehicle as he was trying to turn it around: the inclusion of a weak-effect Vehicle
Breakdown card is intended to represent this: Umpires should feel free to re-name the card
“Stalled!”

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Big Man x 4 Armoured Car Hawk
1 st Platoon Armoured Car Eagle
2nd P latoon Bonus Move
3rd P latoon Vehicle Breakdown
Company HQ
Heroic Commander Blinds
Rally Big Man x 6
Scout A Company HQ
Banzai-a i-ai! A Co. 1st Platoon
A Co. 2nd Platoon
B Company HQ
B Co. 1st Platoon
B Co. 2nd Platoon
Carriers
Rally
Dynamic Commander

42
Scenario 4: Map

43
Scenario 4: British Briefing A
You are the Corporal in charge of armoured car “Eagle” from the Armoured Car Section, Rangoon
Battalion, Burma Auxiliary Force. For the first few months of the war you have been dodging
bombs whilst guarding the Mingaladon airport against Japanese parachutists, but have now been
summoned to 17th Division HQ at Thaton for a special mission.

A Gurkha battalion (3/7th) has been cut off to the south at Martaban, along with a company of the
King’s Own Yorkshire Light Infantry. Their original orders were to fight to the last bullet, but as
the Japanese appear to have outflanked them, it has now been decided to allow an immediate
withdrawal. Unfortunately, however, the telephone line from divisional HQ at Thaton to their
position 50 miles away at Martaban is no longer working, and as the mountainous terrain in
between the two towns means that wireless transmission is impossible, the only way to get a
message through to them is by road...and that’s where you come in!

With a liaison officer from the Gurkhas on board, you left Thaton at about 1200hrs, and have been
travelling south towards Martaban ever since. A short time ago, you ran across a patrol from 3/7th
Gurkhas, who warned you that there were enemy in the area, and that the way forward might be
blocked. After a short conflab with the liaison officer, you decided to press on anyway: if your
message fails to get through, you could be consigning a lot of good men to the tender mercies of a
Japanese POW camp!

It’s a pleasant, sunny day, not too hot, and it’s good to be away from the constant bombing at the
airport...

Initial Deployment & Terrain

You will enter the table from the north, along the road from Thaton to Martaban. The road wends its
way through heavy jungle.

Objectives and Victory Conditions

Deliver your message to Lt-Col. H.A. Stevenson, commanding officer of the 3/7th Gurkhas.

Special Rules

Your armoured cars are Rolls Royce Indian Pattern armoured cars, dating from 1922. They were
originally issued to the 9th Armoured Car Company, Royal Tank Corps, but were given to the BAF
when replaced with light tanks. Usually a Rolls Royce AC would have two Vickers mounted in
their dome-shaped turret, but shortages have left you with only one MMG per car. You’ll be pleased
to hear that the hull is lined throughout with asbestos in order to keep the interior cool!

Sub-Section from the Armoured Car Section, Rangoon Battalion, BAF

Two 1922 Rolls Royce Indian Pattern armoured cars

Armoured Car 1: “Eagle”


Armoured Car 2: “Hawk”

Vehicle AC Weapon Speed


Rolls Royce A/C 2 MMG Wheeled

44
Scenario 4: British Briefing B
You are Major S.F. Harvey Williams of the 3/7th Gurkha Rifles. It is February 1942, and your
battalion has been tasked with holding the town of Martaban, on the northern bank of the mouth of
the Salween River in southern Burma, you see, for as long as possible.

A week or so ago, the Japs captured Moulmein (just over the other side of the river) with a force of
at least divisional strength. That puts you and your Gurkhas on the very front line of the British
defences, and although you have been reinforced with a company of the King’s Own Yorkshire
Light Infantry, to say the odds are stacked against you is somewhat of an understatement, you see,
to say the least!

Since Moulmein fell, you have been subjected to constant artillery bombardment and air raids:
making life distinctly uncomfortable all round. Your patrols have also reported numerous attempts
by the enemy to land troops on your side of the river, one of which has now apparently succeeded.

One of the problems, you see, with the Martaban position (apart, obviously, from the overwhelming
numbers of enemy and the interminable bombardment) is that there is only one decent, negotiable
road leading north to Thaton and Rangoon. It now appears that the dush have established a
roadblock on this road some twelve miles north of Martaban.

Lt-Col. Stevenson, OC in Martaban, has ordered you to take A and B Companies of the Gurkhas up
the road and to clear the roadblock forthwith. Although the 3/7th still has orders to hold Martaban to
the last bullet, he has told you that now the Japs have got round behind the town, you see, he may
well order a retreat on his own initiative. He can’t do that, however, unless the road is cleared.

Right then. Kukris at the ready, lads: time for a bit of roadblock clearing! Chitto! Chitto!

Introduction and Initial Deployment

This battle will be fought across the same terrain as the encounter involving the two armoured cars
from the BAF. This time, however, you will be attacking from the other end of the table, and it will
be the Japanese who are surprised and outnumbered.

You may enter the table anywhere along the southern edge. You have six Blinds available, any of
which may be False, and may enter any or all of them onto the table each time the British Blinds
card appears.

Map & Terrain

You have some knowledge of the map and terrain from the previous encounter. This represents the
intelligence you have gained from your scouts and patrols prior to this engagement.

The terrain is mostly jungle: light jungle near the road and the banks of the stream, heavy jungle for
the rest. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving at –3”
per initiative dice rolled for movement. It provides excellent cover from spotting, and good cover
from fire. Visibility between units whose line of sight is either in or interrupted by heavy jungle is
limited to 12 inches. Light jungle still provides excellent cover from spotting and good cover from
fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches. Vehicles can only travel along the road.

45
Special Rules

Your Gurkhas are fearsome hand-to-hand fighters and count as Elite troops in close combat.

Objectives and Victory Conditions

You may claim a victory if you clear the roadblock and clear all Japanese from the table.

A & B Companies, the 3/7th Gurkha Rifles

A Company HQ
Major S.F. Harvey-Williams* (1d6)

1st Platoon
Captain Tom Brown (1d6)
3 x Rifle Section (8 men each)

2nd Platoon
Jemadar Bhanbhagta Ek (1d6)
3 x Rifle Section (8 men each)

B Company HQ
Captain John Smith (1d6)

1st Platoon
Jemadar Gunji Dui (1d6)
3 x Rifle Section (8 men each)

2nd Platoon
Jemadar Lalbahadur Tin (1d6)
3 x Rifle Section (8 men each)

Carriers
1 x Universal Carrier (MMG)

Troops/Dice 0 1 2 3 4
3/7th Gurkhas 1, 2 3 4 5, 6, 7 8
All your infantry are elite.

Vehicle AC Weapon Speed


Carrier 2 MMG Fast

46
Scenario 4: Japanese Briefing
It is early February 1942. You are Captain Kitaoka of the 112th Infantry Regiment, currently part of
55th Division driving into southern Burma with 15th Army.

The invasion began with a terrible march over the mountains that form the border between Burma
and Thailand: a march during which you and your men were reduced to eating the food meant for
your pack animals and then the pack animals themselves! The fighting, however, has been good: the
frontier positions of the British army were driven in without too much difficulty, and although
Moulmein took three days to capture, the town is now firmly in Japanese hands.

The last week or so has been necessarily spent re-concentrating and bringing up supplies, but it is
now time for the 55th Division to cross the river Salween. Standing in your way, just across the
straits, is the defended town of Martaban. An immediate frontal assault would probably succeed,
but casualties might be high and, once beaten, the defenders would have a clear line of retreat up the
coast towards Rangoon. Far better to cut them off in their isolated position, weaken them with
artillery and air strikes, and then carry out an assault against a weakened foe unable to retreat and
thus ripe for total destruction!

You have had the great honour of being placed in command of one of the forces intended to block
the path of any British retreat. Last night, you and your men used locally-found boats and rafts to
cross the mouth of the Salween and work your way up the coast to a position some 12 miles north
of the town. There you landed and made your way inland to the only road leading north. You have
now set up a strong roadblock facing south (with a backstop facing the other way in case the enemy
attempt to send reinforcements) and await the arrival of the presumably retreating British with eager
anticipation!

Introduction

Now that you have established your roadblock, you should expect enemy activity from either the
north or the south. If the British come from the north, then they will presumably be reinforcements
heading south for Martaban. If they come from the south, they will be the troops from Martaban
retreating north. In either instance, you must hold your position against them until relieved or
ordered to retreat.

Initial Deployment

You begin the game on table under Blinds. Your initial positions are as follows: 3rd Platoon
providing a backstop to the north at point B; 1st Platoon manning the roadblock to the south at point
A; and the rest of the company in camp at point C.

Map & Terrain

The terrain is mostly jungle: light jungle near the road and the banks of the stream, heavy jungle for
the rest. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving at –3”
per initiative dice rolled for movement. It provides excellent cover from spotting, and good cover
from fire. Visibility between units whose line of sight is either in or interrupted by heavy jungle is
limited to 12 inches. Light jungle still provides excellent cover from spotting and good cover from
fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

47
The hills are gentle slopes. The stream is only a foot or so deep, and thus presents no obstacle to
movement.

Vehicles can only travel along the road. Note that the bend in the road allows troops at C to see
points A and B, but troops at A cannot see point B and vice versa. Your roadblock at point C is
made out of chopped down tree trunks and is of good, solid construction.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

Your MMGs activate on the appropriate platoon cards.

Objectives and Victory Conditions

Your objective is very simple: hold your position, maintain the roadblock, and prevent any traffic
from moving along the road.

8th Company; 3rd Battalion; 112th Infantry Regiment; 55th Division

Company HQ
Taii Kitaoka* (1d6)
1 x Rifle/Mortar Squad (10 men each)

1st Platoon
Shoi Shioze* (1d6)
3 x Rifle/LMG Squad (10 men each)
Attached: 1 x MMG (5 crew)

2nd Platoon
Shoi Itchi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Shoi Ni (1d6)
2 x Rifle/LMG Squad (10 men each)
Attached: 1 x MMG (5 crew)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; and a Shoi, a 2nd
Lieutenant.

Troops/Dice 0 1 2 3 4 0- 4- 8- 12- 16-


Infantry AT
4” 8” 12” 16” 24”
Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
MMG 2 2 2 1 1
All your infantry are fanatical: they get +25%
dice in melee, never surrender, and need not take Infantry Section 3 - - - -
prisoners. They also get a minimum of one firing
dice even if reduced to zero initiative dice.

48
Scenario 5: Kuzeik
Game Briefing
By 11th February 1942, the Japanese 33rd Division were ready to resume their advance from Pa-an.
In front of them was the Salween River and the town of Kuzeik, currently held by the British 7/10th
Baluch Battalion. The Japanese sent scouts across the river, and there were clashes between patrols
west of the Salween throughout the day.

Lt-Col. Jerry Dyer, commanding the 7/10th, realising that a major attack was imminent, requested
reinforcements, and the 5/17th Dogras at Duyinzeik were ordered forward in support.
Unfortunately, the Dogras had problems with the ferry over the Donthami river, in between
Duyinzeik and Kuzeik, so made almost no forward movement at all on the 11th .

During the night of 11th/12th February, the Japanese 215th Regiment crossed the Salween. One
battalion crossed some two miles south of Kuzeik, but the damage was done by the other two
battalions, who crossed near Kuzeik, turned due west, then north-east, and slammed into the rear of
the Baluchi positions. The attack began at about 1am, with the Japanese infantry advancing in
silence with mud-covered bayonets in an attempt to take the Indians by surprise.
Sittang
The Baluchs, a raw, inexperienced
Inkabo battalion, were caught in a semi-
Kinmun circle with their backs to the river
and without the benefit of barbed
wire or artillery support. Not only
this, but about five platoons of the
Ahonwa Baluchs (about one third of the
battalion’s infantry establishment)
were away patrolling up river or
Bilin down towards Martaban.
Salween
River
Kyaikto Fierce hand-to-hand fighting
Shwegun
developed, with the Indians refusing
Mokpalin
to give ground despite the fact they
Duyinzeik were outnumbered more than two to
one. So ferocious was the defence
that the Japanese were even forced to
Thaton
order the men of their regimental
Pa-an gun company, useless in this sort of
night attack, forward as infantry!
Kuzeik

The result, however, was inevitable,


and by dawn the Baluchs were
Kado Gyaing broken, with the few survivors
Paung
River streaming northwards just in time to
meet the Dogras coming south to
their aid. Learning that Kuzeik had
Martaban
fallen, the commander of the Dogras
ordered his men back to their
Moulmein original positions at Duyinzeik.
N
Two hundred and eighty-nine of the

49
Baluchs were killed, including Dyer (according to Lt John Randle, the Japanese “butchered” any
prisoners they had taken) with only some eight officers and sixty-five men making it back to
brigade headquarters at Thaton. There they were joined by the troops that had been out on patrol
when the Japanese attacked. .

The Japanese, however, were now established west of the Salween.

Introduction

This scenario will simulate the attacks on C and D Companies of 7/10th Baluch occurring around
midnight 11th/12th February 1942. Historically, the Japanese advanced in silence and without
preliminary artillery support until within charge range, then Banzai-attacked: over-running both
platoons and leaving the survivors to either die, surrender or try and make their way back to safety.

The game will thus start as a standard attacker-and-defender scenario, but with the British having
their victory conditions changed almost as soon as the game begins from holding their ground to
exiting as many men as possible off the western edge of the table.

As all the action happens at night, it will be a very confused encounter!

Initial Deployment

The British will begin the game in and around their defensive positions facing the river (the areas
marked in brown on the map). Note that the map is merely representative of the British positions:
you should construct as realistic a defensive position as possible: consisting of a line of good
quality forward trenches with weapon pits for the MMGs, a rear trench for a reserve, and some kind
of company command post (the square box-like area) behind.

Although the British are now expecting an attack from any direction, it must be emphasised that
their positions are facing the river not the jungle. During the game, referees must therefore carefully
assess what benefits the troops in the trenches will receive. Obviously a trench is a trench is a trench
but, for example, what little barbed wire the British have is facing the wrong way to help them
when the Japanese attack from the jungle. The British MMGs start the game facing the river, and
will definitely need to spend an initiative dice in order to turn around. Referees should feel free to
play upon the fears of the British player: carefully checking whether they are absolutely sure they
want to switch any troops away from the river before, sadly and reluctantly, allowing them to do so!

The Japanese will enter from the western edge of the table under Blinds. They receive one Blind per
platoon, plus an extra d6+2 False Blinds (rounded up). False Blinds may also enter the table via the
river!

Map & Terrain

The dark green areas covering most of the board is heavy jungle, except around the village where it
becomes light jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot
moving at –3” per initiative dice rolled for movement. It provides excellent cover from spotting,
and good cover from fire. Visibility between units whose line of sight is either in or interrupted by
heavy jungle is limited to 12 inches (but see the rules on night time visibility, below). Light jungle
still provides excellent cover from spotting and good cover from fire, but movement is only
penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches (but see the rules on
night time visibility, below).

50
As for the other terrain features: the hill is a gentle slope, half covered in jungle. The river is
impassable without a boat. The village consists of a few bamboo and palm leaf huts surrounded by
paddy fields. The paddy fields are really heavy going, moving through them will subtract 1” from
each dice rolled for movement, and only provide cover for men in a prone position. The track is just
that: a rough track, deeply rutted by the few vehicles that have passed along it.

Special Rules

The scenario takes place at night. Visibility between units is limited to half the usual distance and
all spotting rolls are also at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3. All fire outside short range is shifted one
column to the right. The Japanese have been given extra False Blinds.

The men of the Japanese Company HQ and the Rifle Squads from 4th Platoon (attached gunners)
have no LMGs, and thus fire with two dice rather than three.

The British Baluchs, for the purposes of this scenario, count as Stubborn, and receive a +25% bonus
to their dice when defending in close combat. Note that Captain Korla is a 1d6+1 Big Man: the real
Captain Korla was awarded an immediate DSO for his actions at Kuzeik.

Objectives and Victory Conditions

Japanese objectives are simple: overrun and destroy the enemy! As for the British, their initial
briefing states that their objective is to hold their positions against enemy attack. Once contact in
the first close combat is made, however, referees should hand the British player the note with his
revised objectives (see British Briefing B) giving them the opportunity to choose between staying
and fighting for their positions or trying to break through the Japanese and exit the table to the west.

The British win a colossal victory if they actually prevent the Japanese from taking their positions
on the river bank. They win a huge victory if they exit 75% or more of their men, the MMGs, and
two out of three Big Men from the western edge of the table. They win a victory if they exit 50% or
more of their men, one MMG, and one Big Man from the western edge of the table.

The Japanese player wins the game by preventing the British player from achieving his victory
conditions. He will win a huge victory if he captures or destroys 50% or more of the British troops,
both MMGs. and two out of three Big Men. Anything else that isn’t a British victory is a Japanese
victory.

The Cards
Game Cards Japanese Cards British Cards
Tea Break Blinds Blinds
Big Man x 5 Big Man x 3
Company HQ C Co. 1st Platoon
1st Platoon C Co. 2nd Platoon
2 nd Platoon D Co. 3rd Platoon
3 rd P latoon MMG’s
4th (Gunners) Platoon Rally
Rally Dynamic Commander
Heroic Commander Heroic Commander
Banzai-ai-ai!
Rapid Deployment

51
Scenario 5: Map

xxx
xxx
xxx
xxx
xxx

xxx
xxx
xxx
xxx
xxx

52
Scenario 5: British Briefing

You are Captain Bruce Toothill of the 7/10th Baluch Battalion, currently operating in and around
the village of Kuzeik in southern Burma.

It is February 1942, and things have not been going too well in the campaign so far. After fairly
unceremoniously ejecting British troops from their positions blocking the Dawnee mountain range
and the town of Moulmein, the Japs have begun their drive northwards towards Rangoon. The
current stop point is the Salween, and your battalion’s job is to prevent the Japs crossing the river
from Pa-an, on the opposite bank.

Your battalion commander, Lt-Col Jerry Dyer, is sure that a major Japanese attack is imminent, and
has sent out strong patrols along the river bank in both directions in an attempt to discover what
they are up to. He has also asked for reinforcements from the 5/17th Dogras at Duyinzeik. Until
they arrive, however, 7/10th Baluch is on its own, and he had ordered staff officers such as yourself
to patrol the front lines and make sure that the men are alert and ready for action. You are currently
at the boundary of C and D Companies in their positions near a small village right on the river bank.
All seems quiet...

Introduction

This is a straight attacker and defender scenario, with you as the defender. At any moment, you can
expect a strong Japanese attack from over the river. You know that your Baluchs are keen to have a
go at the enemy, but you are worried that this is because they are an inexperienced battalion, unused
to the horrors of war. Part of you wishes that their initiation could have been a little gentler than
what looks like, if Lt-Col Dyer is right, being a real baptism of fire but life, unfortunately, doesn’t
work that way!

Initial Deployment

You will begin the game in and around your defensive positions facing the river (the areas marked
in brown on the map). Note that the map is merely representative of your positions: the table should
show a line of good quality forward trenches with weapon pits for the MMGs, a rear trench for a
reserve, and some kind of company command post (the square box-like area) behind.

Map & Terrain

The dark green areas covering most of the board is heavy jungle, except around the village where it
becomes light jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot
moving at –3” per initiative dice rolled for movement. It provides excellent cover from spotting,
and good cover from fire. Visibility between units whose line of sight is either in or interrupted by
heavy jungle is limited to 12 inches (but see the rules on night time visibility, below). Light jungle
still provides excellent cover from spotting and good cover from fire, but movement is only
penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches (but see the rules on
night time visibility, below).

As for the other terrain features: the hill is a gentle slope, half covered in jungle. The river is
impassable without a boat. The village consists of a few bamboo and palm leaf huts surrounded by
paddy fields. The paddy fields are really heavy going, moving through them will subtract 1” from
each dice rolled for movement, and only provide cover for men in a prone position. The track is just
that: a rough track, deeply rutted by the few vehicles that have passed along it.

53
Special Rules

The scenario takes place at night. Visibility between units is limited to half the usual distance and
all spotting rolls are also at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3. All fire outside short range is shifted one
column to the right.

Your troops, despite being inexperienced, are warriors! They will therefore benefit from being
counted as Stubborn, and receive a +25% bonus to their dice when defending in close combat.

Objectives and Victory Conditions

Your objective is simple: hold your position until relieved or ordered otherwise.

Elements of C and D Companies, 7/10th Baluch

Battalion HQ (elements)
Captain Bruce Toothill* (1d4)

C Company, 1st Platoon


Captain Siri Kanth Korla* (1d6+1)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)

C Company, 2nd Platoon


3 x Rifle Section (8 men each)

D Company, 3rd Platoon


Lt John Randle* (1d4)
3 x Rifle Section (8 men each)

Attached MMG Platoon


2 x Vickers MMG (3 crew each)

Troops/Dice 0 1 2 3 4
7/10th Baluch 1, 2, 3 4, 5, 6 7, 8 - -
The Baluch’s are Stubborn troops: receiving a
+25% bonus to their dice if defending in close
combat.

54
Scenario 5: British Briefing B
The situation is hopeless. The Japanese have got across the river in overwhelming numbers and
pinned 7/10th Baluch in a semi-circle against the river. You have lost contact with Battalion HQ,
but suspect that they have already been over-run. If only the Dogras were here already!

Your choices are simple: stay, fight and probably be killed; or attempt to lead your men in an
attempt to fight your way out of the Japanese perimeter and probably be killed!

Objectives and Victory Conditions - Revised

Hold your positions for as long as possible, otherwise exit the table to the west with as many of
your men as you can.

You will win a colossal victory if you actually prevent the Japanese from taking your positions on
the river bank. You will win a huge victory if you exit 75% or more of your men, plus the MMGs
and two out of three Big Men, from the western edge of the table. You will win a victory if you exit
50% or more of your men, plus one MMG, and one Big Man, from the western edge of the table.
Any other result is a Japanese win.

© Egmont UK Ltd
55
Scenario 5: Japanese Briefing
You are Captain Sunagawa, currently commanding the 7th Company of the 2nd Battalion of the
215th Infantry Regiment. You are part of the force driving north and west towards Rangoon as the
IJA attempts to throw the British (and their Indian lackeys) out of southern Burma. A week ago,
3rd/4th February 1942, the forward units of 215th Regiment pushed the British out of Pa-an after a
series of sharp skirmishes. The regiment then halted to bring up bridging equipment and to
reconnoitre the British positions on the other side of the river at Kuzeik.

Your scouts reported that the British were in works on the river bank around Kuzeik, with support
weapons in place, facing Pa-an. The plan, therefore, is to cross the river at night on either side of the
town, advance silently with blackened bayonets towards the rear of the enemy positions, and then
charge into contact, pinning them against the Salween so that they can be utterly destroyed.

You are therefore leading your company through the jungle towards your objective: a series of
works around a small village just to the south of Kuzeik. With you are Captain Suzuki and a platoon
of gunners who, as their weapons are useless at night, will fight as infantry.

As you approach the British positions, you draw your sword. May your ancestors be with you!
Banzai-i-i-i-i-i-i-i!

Introduction & Initial Deployment

This is a standard attacker and defender scenario, with you as the attacker. You enter the table from
the western edge, under Blinds. You have one Blind per platoon, plus an extra d6+2 False Blinds
(rounded up). False Blinds may enter the table via the river!

Map & Terrain

The dark green areas covering most of the table is heavy jungle, except around the village where it
becomes light jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot
moving at –3” per initiative dice rolled for movement. It provides excellent cover from spotting,
and good cover from fire. Visibility between units whose line of sight is either in or interrupted by
heavy jungle is limited to 12 inches (but see the rules on night time visibility, below). Light jungle
still provides excellent cover from spotting and good cover from fire, but movement is only
penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches (but see the rules on
night time visibility, below).

Special Rules

The scenario takes place at night. Visibility between units is limited to half the usual distance and
all spotting rolls are also at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3. All fire outside short range is shifted one
column to the right.

The men of your Company HQ and the Rifle Squads from 4th Platoon (attached gunners) have no
LMGs, and thus fire with two dice rather than three.

56
Objectives and Victory Conditions

Your objective is to capture the British position on the river bank, and to annihilate any enemy
troops that you encounter. You will win a huge victory if you take the British position and kill or
capture the majority of the British troops on the table, including their support weapons and Big
Men.

7th Company, 2nd Battalion, 215th Infantry Regiment

Company HQ
Taii Sunagawa* (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Heicho Tokutaro Mizushima* (1d6)
4 x Rifle/LMG Squad (10 men each)

2nd Platoon
Heicho Masakichi Kanbayashi* (1d6)
4 x Rifle/LMG Squad (10 men each)

3rd Platoon
Heicho Umeo Tokita* (1d6)
4 x Rifle/LMG Squad (10 men each)

4th Platoon (of Attached Gunners acting as infantry)


Taii Suzuki Tadashi* (1d6)
3 x Rifle Squad (10 men each)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; and a Heicho is a Lance
Corporal. Note that their names are written in the Japanese fashion of surname followed by
forename: so Taii Suzuki’s first name is Tadashi.

Troops/Dice 0 1 2 3 4
Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
Gunners 1, 2 (1) 3, 4, 5 6, 7, 8 9+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

57
Scenario 6: Danyingon
Game Briefing
The Japanese wasted no time in following up their success at Kuzeik. On the afternoon of 13th
February 1942, the 5/17th Dogras at Duyinzeik were subjected to a harsh artillery and mortar
bombardment lasting some 45 minutes. Although no infantry attack was made, it showed that the
Japanese had no intentions of hanging around.

Opposing them, Smyth, commander of the British 17th Division, had orders to hold the Thaton-
Duyinzeik line, but knew that the chances of him doing so were slim. His men were not only mostly
inexperienced and poorly trained but also tired and shaken by air attacks: with no air support of
their own and little artillery. Spread out as they were, trying to cover the whole coast against
Japanese seaborne landings, the Thaton to Duyinzeik line, and the gapingly open flank on their left,
he recommended that his original plan be followed: a withdrawal and concentration around the line
of the Bilin River. Hutton, back in Rangoon, was not keen on any further withdrawal, but eventually
left the decision up to Smyth.

No fighting took place on 14th February, but Smyth and Ekin, commander of 46th Brigade, (the
Sittang
most forward brigade of 17th
Division) correctly guessed that the
Inkabo
Japanese were attempting their usual
Kinmun
outflanking tactics. The Japanese
33rd Division had been ordered to
advance 214th Regiment to Ahonwa
via jungle tracks east of Duyinzeik;
Ahonwa
whilst 215th Regiment, once it had
reordered itself after its successful
attack on Kuzeik, was to pin the
Bilin
Salween
British with an attack on Thaton.
River
Kyaikto The British withdrawal duly took
Mokpalin Shwegun place on 15th February, with 17th
Division reaching their new
Duyinzeik positions by the end of the day. 16th
Brigade (under Brigadier J.K.
Thaton “Jonah” Jones) would defend the
line of the river itself; 48th Brigade
Pa-an
would be in divisional reserve back
Kuzeik behind the Thebyu River; with 46th
Brigade back even further defending
Kyaikto.

Paung Kado Gyaing Brigadier Jones deployed his brigade


River as ordered. To the south, near the
coast, were the 1/9th Jats on the line
Martaban of the river, with the 5/17th Dogras
in front of them as an outpost on the
main Thaton-Bilin Road. On the
Moulmein Jats’ left flank were the 8th Burma
N Rifles, defending the town of Bilin
itself; and on their left were the 2nd

58
King’s Own Yorkshire Light Infantry (KOYLI) ordered to cover Danyingon and Paya, but with a
detached company further to the north at Yinon. In reserve behind this line were 1/7th Gurkhas.

Under the command of Lt-Col C.J. Keegan, the 2nd KOYLI had done its best to get itself ready for
war. It was a fine British battalion that had invested plenty of time in training, in sharp-shooting,
and in long route marches to increase fitness. They did, however, have no proper training for
fighting in the jungle, and were lacking in almost every aspect of equipment. Although the first
British battalion to wear the felt hat that eventually became standard issue, they had no steel
helmets; no entrenching tools; no light mortars; no sniper rifles; and no machetes or similar tools.
There were only twenty compasses issued for the whole battalion; no wireless sets; and the Vickers
of the Machine Gun Platoon had been re-assigned to an airfield defence unit. Out of a paper
complement of 52 lorries or trucks, the battalion had been given seven; and the Carrier Platoon was
away in India being trained.

They were also now short of supplies. Earlier in February, 2nd KOYLI had been sent to dig in
around the railway station at Thaton: with “A” Company sent forward to Martaban where it had
been “blooded” in the successful break through the Japanese roadblock meant to bottle the British
up in the town (see scenario 4). “A” Company had then been forced to march back to Thaton
through the jungle, losing Private L. Cryer, from Shipley, with the company’s only Boys ATR in
the process. Ordered to be the last British troops to leave Thaton in the retreat back to Bilin, 2nd
KOYLI were supposed to load their supplies onto a train sent forward for this purpose and then
withdraw on foot. The train had not shown at the appointed hour and the battalion was forced to
abandon their provisions on the platform.

Not all their stores were lost, however. Some hours after the battalion had evacuated the town, two
Yorkshiremen woke up from a drunken slumber and realised that they had been left behind. The
temptation of the piles of beer they had been carrying to the station for loading onto the train had
proved too much, and they now found themselves alone in Thaton. In front of them, however, was
the train that had arrived too late to catch the battalion, and had been abandoned by its native driver
when he saw that the British had already left. As luck would have it, one of the men, a Private G.
Bream, had previously been a railwayman, and knew how to drive the engine. Short of time, as the
Japanese were starting to infiltrate the town, the two men loaded as much beer and cigarettes onto
the train as they could, and then set off to the north under full steam. Although their surprise arrival
at the Bilin River almost caused Smyth to order the bridge blown prematurely, they made it safely
back to their battalion: the Quartermaster gratefully taking charge of the beer and cigarettes that
they had managed to rescue.

Now back at the Bilin River, the 2nd KOYLI prepared to cover the British 16th Brigade’s left flank.
“B” Company, under Lieutenant W. Baxter, was given the task of holding Yinon, some eight miles
up-stream from the battalion’s main position, and set out at once along the road that ran parallel to
the river: first through paddy fields and then through the jungle. “C” Company, under Captain H.
M. Green, was given the right sector next to the 8th Burma Rifles: in terrain consisting mainly of
open paddy fields, but with scattered sugar patches that prevented any extended field of fire. “D”
Company, under Captain E. D. Wardleworth, was given the left sector: mostly occupied by the
large village of Danyingon, studded with trees and surrounded with thick and extensive patches of
jungle. In reserve there was only the weakened “A” Company, under Major W. G. Haughton, and
the men of the Headquarter Company.

The Japanese, however, had moved too fast for 16th Brigade to get into position in time. Driving
forward for Ahonwa, the 214th Regiment had reached the Bilin river before the British: and
elements of its two leading battalions had already crossed the river and occupied Danyingon before
the 2nd KOYLI could get there. The campaign maps accompanying this scenario clearly shows how

59
N N
THEBYU THEBYU
RIVER RIVER

YINON YINON

2nd
KOYLI

214th

WA
WA

ON
ON

AH
AH
THEBYUCHAUNG THEBYUCHAUNG
48th Brigade
PAYA PAYA
PAINGDAWE PAINGDAWE 214th

215
th
214th

DANYINGON nd DANYINGON

60
2 LI
Y
ALUGALE ALUGALE KO

CHAUNGBYA CHAUNGBYA 1/7 th


Gurkhas
th
BILIN BILIN 8 Burma
TAUNGZUN TAUNGZUN Rifles
215
th

KAWKADUR KAWKADUR 21
Scenario 6: Campaign Maps

5th

TAUNGALE TAUNGALE 5/17th


Dogras
1/9 th
Jats
BILIN BILIN
RIVER RIVER
215

ZOTHOK ZOTHOK
th

ZOKALI ZOKALI
the Japanese, on foot and carrying few supplies, exploited their ability to move along the jungle
tracks to the north of the main road in order to outflank the British holding the area around the main
road, railway line and Bilin.

Meanwhile, Wardleworth, commanding “D” Company heading for Danyingon, had acquired a
horse and rode on ahead to scout out the village and work out where he would position each
platoon. All was quiet, so he returned to bring up his men. As he and “D” Company entered the
village, they came upon a party of Japanese washing at the village well. No. 16 Platoon,
commanded by Sergeant J. Hirst, from Doncaster, were in the lead, and immediately opened fire:
scattering the Japanese onto a nearby hill.

Unfortunately, the Japanese were in Danyingon in numbers (about 100) and a fierce fire fight broke
out. Wardleworth led his men into the village three times in an attempt to drive out the enemy, but
the Yorkshiremen were beaten back each time. At 2.30pm, “D” Company tried again: this time with
the support of the battalion’s 3” mortars under Captain R.A.B. Howden. By now, however, there
were about 300 Japanese facing them, and the attack failed once more. It did, however, allow
Corporal J.P. Howson’s section to escape.

Howson’s men were part of 16 Platoon, and had been cut off whilst covering the initial retreat. With
the Japanese closing in on all sides, the section had taken cover under a bungalow on stilts about
four feet off the ground and had been sniping at the enemy all day. Although they had lost one man
(Lance Corporal R.G. Wood from Barnsley), they had accounted for 20-25 of the enemy, including
several officers. Taking advantage of the creeping British mortar barrage, they managed to slip back
out of the village and rejoin their platoon.

As night fell on 16th February, Jones ordered 1/7th Gurkhas forward: they would try and clear
Danyingon next morning. “D” Company had suffered over 20 killed and wounded.

Introduction

This scenario will cover “D” Company’s final attempt to take Danyingon. It is a standard attacker
and defender scenario, but this time with the Japanese as the defenders. The attacking British are
outnumbered and do not know this, but have the advantage of having off-table mortar support and
Corporal Howson’s section concealed within the village.

Map & Terrain

The dark green area to the west is heavy jungle. Heavy jungle is dense bamboo that can only be
penetrated by men on foot moving at –3” per initiative dice rolled for movement. It provides
excellent cover from spotting, and good cover from fire. Visibility between units whose line of sight
is either in or interrupted by heavy jungle is limited to 12 inches.

The lighter green area bordered by the hill is light jungle. Light jungle still provides excellent cover
from spotting and good cover from fire, but movement is only penalised at –1” per initiative dice
rolled, and visibility is limited to 18 inches. The hill is a gentle slope, half covered in light jungle.

The village consists of bamboo and palm leaf huts, some of which are on stilts, bordered to the east
by paddy fields (the trapezoid shapes). The paddy fields are really heavy going, moving through
them will subtract 1” from each dice rolled for movement, and only provide cover for men in a
prone position. The areas under the huts on stilts provide excellent cover: being used for storage of
such things as charcoal and wood. The village is dotted with trees. The grey circle is the well.

61
Initial Deployment

The Japanese begin the game on the table under Blinds. They may deploy anywhere north of the
start of the hill, including within the village itself. They have had a couple of hours to prepare their
positions, so may be dug-in to rough trenches and fox-holes. See the note, below, about the effects
of Corporal Howson’s section.

The Japanese reinforcements enter the table under Blinds along the narrow track exiting the
northern edge of the table. 4th Platoon will enter on the fourth appearance of the Turn Card; 5th
Platoon on the 5th appearance of the Turn Card; and 6th Platoon on the 6th appearance of the Turn
Card.

The British will enter the table from the south. They can deploy up to four new Blinds per
appearance of the Blinds card, with their Blinds initially not moving: only being placed on the
southern edge of the table on their first turn.

Corporal Howson’s section (seven men) begin the game under the hut immediately south-west of
the well. Any Japanese troops, including Big Men, assigned to that hut by the Japanese player are
assumed to have already been killed by Corporal Howson’s men and will take no part in the game.

Special Rules

The British have asked for a rolling mortar barrage from the battalion’s four 3” mortars. This will
land each time the British Off-Table Mortars card appears. The centre of the barrage will be the
main track leading through the village. The first barrage will drop on the southern edge of the table,
meaning that it may drop onto British Blinds. Historically, this is what actually happened: the first
round of British mortar fire dropped onto “D” Company itself! After that, the barrage will advance
12” northwards down the track each time its card appears. The British (who have no wireless sets)
cannot communicate with the off-table mortars to alter the path or the timing of the barrage.

Corporal Howson’s men are so well concealed that normal “on the Turn Card” rules for deploying
concealed troops do not apply. Their Blind is only placed on the table if they open fire, move, or if
the Japanese attempt to enter the hut they are under. In this latter case, a close combat occurs, but
with the Japanese getting a –50% dice penalty for surprise.

Objectives and Victory Conditions

The British objective is to clear the village of all Japanese troops, the Japanese objective is not to
lose the village.

As clearing the village of Japanese troops is probably impossible, award the British a truly immense
victory if they manage to do so: at the same time offering to second the Japanese player as he
commits seppuku. Award the Japanese a victory if they hold the area around the well at the end of
the game. Referees have the option to declare the game a draw if the British have penetrated deep
into the village, even if they are eventually forced to retreat.

Note

This may not seem like a very fair game (i.e. giving the British almost no chance of winning) but it
is historically accurate. Referees who want to give the British a better chance of success can add to
their force a carrier platoon of three tracked carriers, each armed with Bren guns and a section of
infantry, under Big Man Lieutenant J.A. Goldthorpe. Although the Carrier Platoon took no part in

62
the first day’s fighting at Danyingon, being with the Company HQ, it is not inconceivable that it
could have been ordered up in support.

The carriers, by the way, had been issued to 2nd KOYLI at Thaton, and were somewhat elderly
vehicles. Originally four in number, one had to be cannibalised to keep the others running.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 7 Big Man x 4
1st Company HQ Company HQ
1 st Platoon 16 Platoon
2 nd Platoon 17 Platoon
3 rd P latoon 18 Platoon
4th Platoon Rally
5th Platoon Off Table Mortars
6th Platoon
Rally
Heroic Commander
Rapid Deployment
Banzai-ai-ai!

© Egmont UK Ltd

63
Scenario 6: Map

64
Scenario 6: British Briefing
It is 16th February, 1942.You are Captain E. D. Wardleworth, commanding “D” Company of the
2nd King’s Own Yorkshire Light Infantry. Your battalion is part of 17th Indian Division, currently
operating in southern Burma in an attempt to stop the blasted Japanese taking Rangoon. After
taking part in the abortive attempt to meet the enemy as far forward as possible, 2nd KOYLI have
been withdrawn to the Bilin River: the latest line of defence.

“D” Company, as yet unblooded, was ordered to hold the large village of Danyingon on the left of
the British line. Setting out at first light, you yourself reconnoitred the position, then returned to
bring up your men. On your return, however, leading 16 Platoon into the village, you ran smack
bang into a whole host of Japs! The little blighters had got there before you!

This is a serious damn problem. If the Japs manage to get a proper beachhead established across the
river, then they’ll pour men right into the very heart of your defences. You need to eject the enemy
from the village pdq: pretty damn quick!

Your three attempts to evict them this morning failed: they were already just too strong for you but,
dander now firmly up, you are determined to do better this time. You now have the support of the
battalion’s 3” mortars under Captain Howden, and have arranged for a rolling mortar barrage to
precede your advance.

It is coming up to zero hour, 1430hrs. Time to lead your Yorkshiremen forward once more!

Introduction and Initial Deployment

This is a straight attacker an defender scenario, with you as the attacker. You must follow the
rolling barrage into the village and take it back from the Japs.

You will enter the table from the south, and can deploy up to four new Blinds per appearance of the
Blinds card.

Corporal Howson’s section (seven men) begin the game already on the table. They were providing
covering fire for 16 Platoon’s retreat this morning, and were cut off somewhere in the middle of the
village. They are currently well hidden under the hut on stilts immediately south-west of the well.

Map & Terrain

The dark green area to the west is heavy jungle. Heavy jungle is dense bamboo that can only be
penetrated by men on foot moving at –3” per initiative dice rolled for movement. It provides
excellent cover from spotting, and good cover from fire. Visibility between units whose line of sight
is either in or interrupted by heavy jungle is limited to 12 inches.

The lighter green area bordered by the hill is light jungle. Light jungle still provides excellent cover
from spotting and good cover from fire, but movement is only penalised at –1” per initiative dice
rolled, and visibility is limited to 18 inches. The hill is a gentle slope, half covered in light jungle.

The village consists of bamboo and palm leaf huts, some of which are on stilts, bordered to the east
by paddy fields (the trapezoid shapes). The paddy fields are really heavy going, and only provide
cover for men in a prone position. The areas under the huts on stilts provide excellent cover: being
used for storage of such things as charcoal and wood. The village is dotted with trees. The grey
circle is the well.

65
Special Rules

You have asked for a rolling mortar barrage from the battalion’s four 3” mortars. This will land
each time the British Off-Table Mortars card appears. The centre of the barrage will be the main
track leading through the village. The first barrage will drop near the southern edge of the table.
After that, the barrage will advance 12” northwards down the track each time its card appears. You
cannot communicate with the off-table mortars to alter the path or the timing of the barrage.

Corporal Howson’s men are so well concealed that normal “on the Turn Card” rules for deploying
concealed troops do not apply. Their Blind is only placed on the table if they open fire, move, or if
the Japanese attempt to enter the hut they are under. In this latter case, a close combat occurs, but
with the Japanese getting a –50% dice penalty for surprise.

Objectives and Victory Conditions

Take the village by evicting all Japanese troops from it.

“D” Company, 2nd King’s Own Yorkshire Light Infantry

Company HQ
Captain E.D. Wardleworth* (1d6)
1 x Rifle Section (6 men)

16 Platoon
Sergeant J. Hirst* (1d6)
2 x Rifle Section (6 men each)

17 Platoon
2nd Lieutenant S. Webb* (1d4)
2 x Rifle Section (8 men each)

18 Platoon
2 x Rifle Section (8 men each)

Corporal Howson’s Section from 16 Platoon


Corporal J.P. Howson* (1d6)
1 x Rifle Section (6 men)

Troops/Dice 0 1 2 3 4
2nd KOYLI 1, 2, 3 4, 5 6, 7 8 -
Note the fact that some sections do not start the
game at full strength.

66
Scenario 6: Japanese Briefing
You are Captain Itchi of the 1st Company, 1st Battalion, 214th Infantry Regiment, 33rd Division of
the Imperial Japanese Army. You are part of the spearhead driving into southern Burma to capture
Rangoon from the British and their Indian lackey allies.

Following a series of victories, you have driven the enemy back to the line of the Bilin River. Using
your superior ability to cover ground, the 214th has actually reached the river before the British
have had a chance to properly establish their defences. Opposite the large village of Danyingon, the
river is about a hundred yards wide, with large patches of bare sand, and water rarely more than
knee deep at this time of year. Certainly not a serious obstacle to infantry.

One of the first units onto the western bank, you and your men headed into Danyingon and ran
straight into British troops entering the village from the other side! After a sharp firefight, you
forced the enemy out of the village and took up defensive positions. The British attacked three more
times, but each time you managed to repel them.

That was this morning. It is now early afternoon, and it looks as if the enemy are preparing another
attack. Although you have taken some casualties, you know that you have 2nd Company coming up
in support. You are the beachhead the entire division is relying on to keep a foothold over the river.
You shall not be moved!

Introduction and Initial Deployment

This is a standard attacker and defender scenario with you as the defender. Your men begin the
game on the table under Blinds. They may deploy anywhere north of the start of the hill, including
within the village itself. They have had a couple of hours to prepare their positions, so may be dug-
in to rough trenches and fox-holes.

The Japanese reinforcements enter the table under Blinds along the narrow track exiting the
northern edge of the table. The referee will tell you when your reinforcements are ready to enter the
table.

Map & Terrain

The dark green area to the west is heavy jungle. Heavy jungle is dense bamboo that can only be
penetrated by men on foot moving at –3” per initiative dice rolled for movement. It provides
excellent cover from spotting, and good cover from fire. Visibility between units whose line of sight
is either in or interrupted by heavy jungle is limited to 12 inches.

The lighter green area bordered by the hill is light jungle. Light jungle still provides excellent cover
from spotting and good cover from fire, but movement is only penalised at –1” per initiative dice
rolled, and visibility is limited to 18 inches. The hill is a gentle slope, half covered in light jungle.

The village consists of bamboo and palm leaf huts, some of which are on stilts, bordered to the east
by paddy fields (the trapezoid shapes). The paddy fields are really heavy going, and only provide
cover for men in a prone position. The village is dotted with trees. The grey circle is the well.

Objectives and Victory Conditions

Your objective is to hold the village. You win the game if you hold the area around the well at the
end of the game.

67
1st Company, 1st Battalion, 214th Infantry Regiment

Company HQ
Taii Itchi (1d6)
1 x Rifle/LMG Squad (8 men)

1st Platoon
Shoi Ni (1d6)
3 x Rifle/LMG Squad (8 men each)

2nd Platoon
Shoi San (1d6)
3 x Rifle/LMG Squad (8 men each)

3rd Platoon
Shoi Chi (1d6)
3 x Rifle/LMG Squad (8 men each)

Reinforcements (from 2nd Company)

4th Platoon
Shoi Go (1d6)
3 x Rifle/LMG Squad (10 men each)

5th Platoon
Shoi Roku (1d6)
3 x Rifle/LMG Squad (10 men each)

6th Platoon
Shoi Sichi (1d6)
3 x Rifle/LMG Squad (10 men each)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; and a Shoi is a 2nd
Lieutenant.

Troops/Dice 0 1 2 3 4
Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

68
Scenario 7: The Yinon Road
Game Briefing
At about 0730hrs the next morning, 17th February, the 1/7th Gurkhas, supported by 2nd KOYLI’s
mortars, launched their attack on Danyingon, but no progress was made against the dug-in
Japanese. Another attack, this time by 1/4th Gurkhas, sent forward from 48th Brigade, went in at
about 5.30pm, and was supported by 5th Mountain Battery and every mortar that could be found in
the brigade. This attack was partially successful: clearing the Japanese from most of the village and
the nearby hill, but leaving the enemy a small bridgehead on the west bank of the river.

Meanwhile, at about 1pm, Brigadier Jones, having committed his original reserve to the attack on
Danyingon, decided to withdraw 5/17th Dogra from their position east of the Bilin river and move
them into a reserve position behind his main line. Unfortunately, troops from the Japanese 215th
Regiment had already got between the outpost’s position and the bridge over the Bilin, and when
the Dogras tried to cross using the nearby railway bridge, they came under such intense mortar and
machinegun fire that they disintegrated and fled west. Although casualties were fairly light, the men
had abandoned their weapons, and the battalion effectively ceased to exist as a fighting force.

In the meantime, Lt-Col Keegan of 2nd KOYLI was becoming anxious about his “B” Company. He
had had no word from them since they had left for Yinon the previous day, so Lt. J.A. Goldthorpe
was ordered to take the Carrier Platoon (now down to two carriers as one had been assigned to “A”
Company at its roadblock three miles down the Yinon Road) and find out what was happening.

The two carriers reached “A” Company’s position without any problems but Goldthorpe, hearing
that enemy troops had been seen in the vicinity, decided to push forward on his own whilst his
second carrier was still working its way carefully around the roadblock. After going some 300 yards
further, the lone carrier came under small arms fire
from the jungle to the west of the road, indicating that
the Japanese had indeed penetrated into the area. After
about another 400 yards the firing petered out, but
Goldthorpe then arrived at a more serious obstacle. In
front of him was a gully about 15ft deep, usually
crossable via a small, wooden bridge. Unfortunately,
the bridge had not only been blocked by a mound of
stones right up to the handrails, but had also been set
on fire.

Goldthorpe successfully made it back to Brigade HQ


to report (once again taking ineffectual small arms fire
from the jungle on his way) and it was decided that
the route towards Yinon and “B” Company would
have to be re-opened by blowing the bridge, dropping
it into the gully, and then digging ramps down on
either side. This job would be done by a column of
some 40 Indian sappers in two lorries, supported by
three Indian Pattern (i.e. wheeled) carriers manned by
Gurkhas. “A” Company, under Major W.G.
Haughton, would advance and hold the gully area,
whilst Goldthorpe and his carriers brought up the
sappers and their support.

69
“A” Company and the single carrier assigned to them earlier made their way forward to the gully
without any difficulty, and there stopped to wait for the sapper column. This duly arrived at “A”
Company’s roadblock, and Goldthorpe’s driver, Private D. Parker, edged his carrier around the
obstacle and took up a position some hundred yards down the road to cover the rest of the column
as they prepared to do the same. The three wheeled carriers went first, leaving the two lorries some
seventy yards behind. Unfortunately for them, however, the Japanese had already moved up to
cover “A” Company’s empty positions, and now opened fire on the two lorries from point blank
range. Not a single sapper survived.

The wheeled carriers opened fire on the enemy, and managed to get past the now burning lorries
and fight their way back to Brigade HQ. Goldthorpe decided his only choice was to push on to “A”
Company’s forward position at the gully, making it there safely after running a gauntlet of enemy
fire all the way. The fight was not all one-sided, however. Thundering around a bend in the road, his
carrier ran right into a party of Japanese officers standing in plain view consulting a map. Using the
Bren gun and grenades, the enemy officers and a nearby MMG were quickly dispatched.

Once Goldthorpe had explained the situation, Major Haughton, commanding, decided that he had
no alternative but to immediately try and fight his way back to Battalion HQ. To stay put was not
really an option: his men were not dug-in, facing potentially superior numbers, and mortar bombs
were already starting to fall on his position.

On arrival at the gully, he had positioned 8 and 9 Platoons forward over the watercourse, keeping 7
Platoon and the Company HQ section on the near side. Sergeant F.H. Clarke, from Leicester, was
ordered to start back at once with 7 Platoon and the two carriers, whilst 8 and 9 Platoons would
retreat by section to the bridge and then follow them.

The company was now effectively split into four different parts. In front were the carriers. Behind
them was 7 Platoon, Sergeant Clarke and Company Sergeant-Major H. Houseley. Behind them was
Major Haughton with the Company HQ section, with the stretcher bearers, orderlies and wounded,
and the Company’s mule train. Bringing up the rear were 8 and 9 Platoons.

As the carriers were attracting heavy fire, they decided to go on ahead, hopefully drawing the
enemy’s attention away from 7 Platoon as it retreated on foot. One at a time, about fifty yards apart,
the carriers roared down the road at speeds of around 30mph, taking huge amounts of fire as they
did so. Both made it back to Brigade HQ, although Goldthorpe’s was so damaged that once stopped
it could not be re-started.

7 Platoon were not so lucky. When they had reached a point some 700 yards from the bridge, they
came under intense fire, but as yet had not actually been able to see the enemy. I now quote from
Never Give Up by Lt-Col. Walter Hingston:

“L/Cpl. W. A. Macdonald, who was lightweight boxing champion of Burma, got his Bren gun into
position and started firing into the jungle at places from which he thought fire was coming. Screams
showed that his fire was effective. All the same No.7 Platoon was suffering heavily when suddenly
Japanese burst from the jungle around them and in a moment the road was a mass of men fighting
hand to hand. Clarke, a stocky red-haired tough, drove his bayonet into the stomach of a very large
Japanese officer; so great was the weight of the man that Clarke was knocked to the ground where
he was attacked by three more swordsmen. With a roar C.S.M. Houseley, a man of magnificent
physique who had been a second-row forward in the rugby football teams of either the 1st or 2nd
Battalions for many years, jumped to his rescue. First with the bayonet and then with the butt, he
slew the Japanese. He was last seen holding a Japanese by the neck with either hand, cracking their

70
heads together with a last use of his great strength, while six others literally cut him to pieces with
their swords...Not one man in that front party lived to rejoin the battalion.”

Major Haughton’s party was also wiped out. As Haughton ordered the mules stampeded forward to
provide a distraction, a mortar bomb landed just about on top of him. He was mortally wounded,
and two others killed. An enemy MMG then opened up on the mules and their drivers: killing all
but one man.

It was now about 6pm and the light was fading. Under cover of the approaching darkness, the
survivors of 8 and 9 Platoons scattered into the jungle and attempted to make their way back to
Battalion HQ in small groups. Only about a dozen men made it. “A” Company of the 2nd KOYLI
had ceased to exist.

Introduction

Although it would be good to try and exactly recreate the above action on the tabletop, the distances
and timings do not really allow it. The distance between “A” Company’s roadblock and the downed
bridge is described as being around 900 yards: about 300 inches on the gaming table! What we will
do, therefore, is delay the arrival of the Japanese slightly, allowing the sappers and their escorts to
get through “A” Company’s roadblock unmolested, and start the game as “A” Company approaches
the downed bridge.

Initial Deployment

The British begin the game with “A” Company and one carrier already on the table, under a
maximum of four Blinds. The British player should be asked to provide an order of march, with the
leading Blind then placed six inches from the downed bridge, and the others following on behind.

The British sappers and their escorts will enter the table along the road from the “bottom” of the
map, also under Blinds (a maximum of four are available), also in a pre-specified march order. The
first Blind in their column will be placed on the table on the fourth appearance of the Turn Card,
with the others following on behind.

The Japanese enter the table under Blinds anywhere between the two river gullies to the west of the
road (the “top” of the map). They have one Blind and one False Blind available per platoon to
simulate how much they have taken the British unawares. Japanese False Blinds may enter the table
from any point on an edge.

Map & Terrain

The table is mostly covered in heavy jungle. Areas nearer the road or the river gullies will tend to be
light jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving at –
3” per initiative dice rolled for movement. It provides excellent cover from spotting, and good cover
from fire. Visibility between units whose line of sight is either in or interrupted by heavy jungle is
limited to 12 inches. Light jungle still provides excellent cover from spotting and good cover from
fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches. The hill is a gentle slope.

The road has a metalled surface, and is built up on an embankment with a drainage ditch either side.
The river gullies are both about 15ft deep, with broken sides that men on foot can scramble down or
climb up at half movement. Vehicles, even those on tracks, may only cross a river gully at one of

71
the bridges or if the sides of the gully are broken down to form a ramp. The bottom of the river
gullies carries the same penalties to movement.

Special Rules

Breaking down the sides of a gully can only be done by sappers/engineers, and requires twenty
section turns per side. A section turn is one appearance of the Sappers’ card when a section is doing
nothing else but breaking down the gully sides. For example, three sections of Sappers are at the
gully. Two are breaking down the sides, one is providing covering fire. Each time their card
appears, they may count two section turns of breaking down as complete.

Once Lieutenant Goldthorpe enters the table, he operates under the KOYLI Carriers card.

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each. The men of
the Japanese Company HQ Rifle Squad also have no LMG, so also fire with two dice rather than
three.

Objectives and Victory Conditions

The British objective is to clear the way for at least one carrier to exit the road to the north, and so
find out what has happened to “B” Company. If they succeed in doing this, then the British have
won a great victory.

The Japanese aim is to destroy any British troops they encounter. They win if they prevent the
British from carrying out their mission, with the size of their victory dependent on the percentage of
British troops that they kill.

Umpires might consider awarding the British player a draw if they fail in their mission but manage
to extricate the majority of their force off the table to the south.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 6 Big Man x 4
Company HQ Company HQ
1 st Platoon 1 st Platoon
2 nd Platoon 2nd P latoon
3 rd P latoon 3 rd P latoon
MMG Platoon KOYLI Carriers
Mortar Platoon Rally
Rapid Deployment
Rally Big Man x 1
Heroic Commander 1st Sapper Platoon
Banzai-ai-ai! 2nd Sapper Platoon
Scout Sapper Support Carriers
Dynamic Commander

72
Scenario 7: Map

73
Scenario 7: British Briefing
You are Major W.G. Haughton, commanding “A” Company, the 2nd Battalion, the King’s Own
Yorkshire Light Infantry. It is February 1942, and your brigade has been tasked with defending the
line of the Bilin River against the Japanese as they thrust towards Rangoon in southern Burma.

2 KOYLI has charge of the left hand section of the line. “C” Company is flanking the 8th Burma
Rifles on the right of the battalion’s position; “D” Company has been sent into Danyingon in the
centre, but has encountered Japs there and is busy trying to eject them from the village; you have
been in reserve with the Company HQ, but were then sent forward to block the road past
Danyingon; and “B” Company, under Lieutenant Baxter, has been sent far to the left to cover the
crossing at the village of Yinon.

The CO, Lt-Col Keegan, is a tad worried about “B” Company. Nothing has been heard from them
since yesterday. A short time ago, he sent Lt Goldthorpe’s Carrier Platoon forward past your
roadblock along the Yinon Road to see what has happened to them. You warned Goldthorpe that
there were Japs all over the place, and he managed to get through a gauntlet of fire just past your
block, but then encountered a more serious obstacle: the Japs have destroyed a bridge over a river
gully some 1,000 yards in front of your position.

The CO has now decided that the river gully must be crossed and contact attempted with “B”
Company. Your orders are to advance and secure the area of the broken down bridge, and then wait
for sappers to come up and break down the walls of the gully: making a ramp that Goldthorpe can
get across. You are then to wait for Goldthorpe to return from “B” Company, keeping the road open
until he does so.

You are now on the Yinon Road, approaching the gully with the broken bridge. You know that
there are Japs all around, but so far none have actually attacked you. You have your whole company
with you, along with one carrier commanded by Sergeant Gledhil. You are not sure when the
Sappers and Goldthorpe will arrive, as there was some delay in assembling them. You must now
form a defensive perimeter and wait. Just remember that without your intervention, “B” Company
could be cut off from the rest of the battalion: and there’s nothing the Japs like better than an
isolated pocket of British troops to destroy!

Introduction and Initial Deployment

You begin the game with “A” Company and one carrier already on the table, under a maximum of
four Blinds. You should provide an order of march, with the leading Blind then placed six inches
from the downed bridge, and the others following on behind.

Your sappers and their escorts will enter the table along the road from the “bottom” of the map, also
under Blinds (a maximum of four are available). You should also specify their march order.

Map & Terrain

The table is mostly covered in heavy jungle. Areas nearer the road or the river gullies will tend to be
light jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving at –
3” per initiative dice rolled for movement. It provides excellent cover from spotting, and good cover
from fire. Visibility between units whose line of sight is either in or interrupted by heavy jungle is
limited to 12 inches. Light jungle still provides excellent cover from spotting and good cover from
fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches. The hill is a gentle slope.

74
The road has a metalled surface, and is built up on an embankment with a drainage ditch either side.
The river gullies are both about 15ft deep, with broken sides that men on foot can scramble down or
climb up at half movement. Vehicles, even those on tracks, may only cross a river gully at one of
the bridges or if the sides of the gully are broken down to form a ramp. The bottom of the river
gullies carries the same penalties to movement.

Special Rules

Breaking down the sides of a gully can only be done by sappers/engineers, and requires twenty
section turns per side. A section turn is one appearance of the Sappers’ card when a section is doing
nothing else but breaking down the gully sides. For example, three sections of Sappers are at the
gully. Two are breaking down the sides, one is providing covering fire. Each time their card
appears, they may count two section turns of breaking down as complete.

Each Bren Gun Carrier contains a driver, a commander manning the Bren Gun, and three men
armed with rifles and grenades. If both carriers dismount all but the driver, then they can combine
to form an 8-man section on foot.

Objectives and Victory Conditions

Your objective is to clear the way for at least one carrier to exit the road to the north, and so find out
what has happened to “B” Company. If you succeed in doing this, then you have won a great
victory.

Remember that although very important, this is not a suicide mission. If the enemy attacks in
overwhelming numbers and it becomes obvious that you cannot get through to Lieutenant Baxter
and “B” Company, then you are allowed to order a retreat back along the road to the south.

“A” Company, 2nd Battalion, the King’s Own Yorkshire Light Infantry

Company HQ
Major W.G. Haughton* (1d4)
CSM H. Houseley* (1d6)
1 x Rifle Section (8 men)
6 x Mules and Drivers

No 7 Platoon
Sergeant F.H. Clarke* (1d6)
2 x Rifle Section (8 men each)

No 8 Platoon
Lance Corporal J. Rowley* (1d3)
2 x Rifle Section (8 men each)

No 9 Platoon
2 x Rifle Section (8 men each)

Attached Carrier
Sergeant B. Gledhil* (1d6)
1 x Bren Gun Carrier (LMG)

75
Attached Sappers & Escorts

1st Sapper Platoon


3 x Engineer Section (8 men each)
1 x Lorry

2nd Sapper Platoon


2 x Engineer Section (8 men each)
1 x Lorry

Attached Carriers
3 x Indian Pattern Carriers (LMG)

Attached KOYLI Carrier


Lieutenant J.A. Goldthorpe* (1d6)
1 x Bren Gun Carrier (LMG)

Troops/Dice 0 1 2 3 4
2nd KOYLI 1, 2, 3 4, 5 6, 7 8 -
Indian Sappers 1, 2, 3, 4 5, 6 7, 8 - -
The mules are carrying the company’s reserve
ammunition and food supplies. If abandoned,
their drivers may form a 6-man section.

Vehicle AC Weapon Speed


Bren Gun Carrier 2 LMG Fast Tracks
Indian Pattern Carrier 2 LMG Wheeled

76
Scenario 7: Japanese Briefing
You are 1st Lieutenant Matsumara of the 214th Infantry Regiment: the “White Tigers”. You are
currently in southern Burma, driving northwards towards Rangoon. The British are attempting to
hold the line of the Bilin River, but the men of the 214th have moved too fast for them, and are
already across the water in numbers! Your company, and supports, has been tasked with disrupting
enemy communications along the road that runs just to the west of the river.

Earlier today, you ordered your men to cross the river one platoon at a time and assemble at a
Buddhist Temple on a hill overlooking the road. From there, you could see an enemy roadblock on
your right, a long stretch of unguarded road in front of you, and another enemy position way to your
left. You noted that the road crossed a couple of deep river gullies and ordered the destruction of the
bridge across one of them: effectively isolating the British force on the left. You then moved some
of your men down into the jungle bordering the road, and began working your way towards the
enemy roadblock.

After a series of minor skirmishes, the gaijin have finally realised that you now control the road, but
are trying to break through to re-establish contact with their men to your left. As far as you can see,
they are moving forward to hold the area around the broken bridge, presumably then bringing up
engineers to repair it.

Although it is annoying that you are not yet in a proper position to ambush the British as they move
forward, you are still in a strong position from which to launch a surprise attack on their flank.
Quickly you gather your platoon commanders together and issue your orders: the White Tigers will
hunt tonight!

Introduction

Your mission is to stop the British from re-establishing contact with their troops off-table to the
north. You must therefore stop them from repairing the bridge that you smashed earlier and, ideally,
maintain control of the road by either destroying their force or forcing it to retreat.

Initial Deployment

You may enter the table under Blinds anywhere between the two river gullies to the west of the road
(the “top” of the map). You have six Blinds under which to conceal your men. In addition, you have
six False Blinds available. These simulate how much your crossing of the river has taken the British
unawares. Your False Blinds may enter the table from any point on any edge.

Your support weapons (medium mortars and MMGs) may begin the game either as a distinct
platoon or with each weapon attached to a particular infantry platoon.

Map & Terrain

The table is mostly covered in heavy jungle. Areas nearer the road or the river gullies will tend to be
light jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving at –
3” per initiative dice rolled for movement. It provides excellent cover from spotting, and good cover
from fire. Visibility between units whose line of sight is either in or interrupted by heavy jungle is
limited to 12 inches. Light jungle still provides excellent cover from spotting and good cover from
fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches. The hill is a gentle slope.

77
The road has a metalled surface, and is built up on an embankment with a drainage ditch either side.
The river gullies are both about 15ft deep, with broken sides that men on foot can scramble down or
climb up at half movement.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each. The men of
your Company HQ Rifle Squad have no LMG, so fire with two dice rather than three.

Objectives and Victory Conditions

You will lose the game if the British manage to repair the bridge and exit troops to the north. You
will win the game if you manage to destroy the enemy troops or force them to retreat off table. You
achieve a draw if you manage to prevent the British getting off table to the north but cannot drive
them from the table: provided, that is, that you still maintain control of the road.

3rd Company, 1st Battalion, 214th Infantry Regiment

Company HQ
Chui Matsumura* (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Gunso Itchi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)
0- 4- 8- 12- 16-
Infantry AT
2nd Platoon 4” 8” 12” 16” 24”
Gunso Ni (1d6) MMG 2 2 2 1 1
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) Infantry Section 3 - - - -

3rd Platoon
Heicho Koji Kawamata* (1d6) Troops/Dice 0 1 2 3 4
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
MMG Platoon All your infantry are fanatical: they get +25% dice
Gunso San (1d6) in melee, never surrender, and need not take
4 x MMG (5 crew each) prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.
Mortar Platoon
Gunso Chi (1d6)
2 x Type 99 Medium Mortar (3 crew each)

The ranks of your Big Men are given in Japanese. A Chui is a 1st Lieutenant; a Shoi is a 2nd
Lieutenant; a Gunso is a Sergeant; and a Heicho is a Lance Corporal.

78
Scenario 8: Bilin
Game Briefing
Late on 17th February 1941, Smyth, commander of the 17th Division, realised that the line of the
Bilin River was just too long for one brigade to hold. He ordered up 48th Brigade, under Brigadier
Hugh-Jones, and reorganised the two brigades now in the front line so that Brigadier Jones and 16th
Brigade (2nd KOYLI, 1/4th and 1/7th Gurkhas) held the left (the northern sector), and Brigadier
Hugh-Jones and 48th Brigade (now 2/5th Gurkhas, 8th Burma Rifles, 1/9th Royal Jats and what
was left of 5/17th Dogras) held the right (the southern sector). He also began looking to his next and
final line of defence before Rangoon: the Sittang River.

Overnight, the Japanese crossed the river near Bilin and attacked 8th Burma Rifles, which gave
ground, leaving a gap in the line. This was closed, however, later in the morning on the 18th by a
counter-attack from 2/5th Gurkhas. A Japanese attempt to re-take the whole of Danyingon had also
been repulsed: this time broken up by artillery fire and bombing by the R.A.F. Although the
Japanese still couldn’t be shifted from the Paya area by 2nd KOYLI, the majority of the British line
was holding.

Late in the afternoon of the 18th, Smyth decided to deploy his last reserves, 4/12th Frontier Force
Regiment, towards Paya to prop up the British left flank. Unfortunately, he then started to receive
reports that Japanese troops had been spotted in the Zokali/Zothok area: the enemy practising their
usual outflanking by sea
N manoeuvre. Sending a company
THEBYU
RIVER of 2/5th Gurkhas to guard his
YINON
right flank, Smyth reported to
Hutton that his position was fast
2 nd
becoming untenable.
KOYLI

4/12th Frontier Force Regiment


WA

III: 214th
ON

arrived in Paingdawe at first light


AH

THEBYUCHAUNG 4/12th on the 19th and, as ordered,


FFR PAYA I & II: 214th counter-attacked towards Paya.
PAINGDAWE
Its initial attacks were successful,
1/4th
Gurkhas
driving the Japanese from the
215th
hills west of the village, but soon
1/7th
33rd Division

Gurkhas DANYINGON repeated enemy counter counter-


ALUGALE 2nd
215th attacks drove it back: forcing a
KOYLI
retreat to Chaungbya. To the
CHAUNGBYA
2/5th south, the company of Gurkhas
Gurkhas sent to guard the right flank of the
BILIN
TAUNGZUN
8 th Burma
British line ran into the Japanese
Rifles 21 near the Taungale railway station
2/5t h 5th
KAWKADUR
Gurkhas and were unable to shift them
despite repeated attempts.
TAUNGALE
Div
55 ion
th
is

th
55 ion
1/9th Although the Japanese had been
is Jats
Div BILIN held on the line of the river for
RIVER
ZOTHOK approaching four days, and had
ZOKALI
been forced to commit the whole
Division
55th

of 214th Regiment and one


battalion of 215th Regiment to

79
the attack, they were now in a commanding position: looping around the British right to the south,
slowly becoming more and more established in the centre near Paya and Danyingon, and
presumably starting to loop around Yinon to the north. By early evening on the 19th, the risk was
growing that 17th Division might be surrounded and destroyed. The British troops were also
running out of steam: with 16th Brigade in particular having “fought to a standstill”.

Fortunately, Smyth had now received permission to withdraw. His plan was to break contact with
the enemy that night, with 48th Brigade covering the withdrawal of 16th Brigade, which would
retreat as far as Kyaikto where it would be joined by 46th Brigade (under Brigadier Ekin). 46th and
16th Brigades would then act as a rearguard for 48th Brigade, which would retreat through them
and take up a new position guarding the vital bridge over the Sittang River at the village of Sittang
itself. In terms of distance, Sittang is about thirty miles from Bilin, with Kyaitko in the middle
about 15 miles from each. Divisional Headquarters and transport would be sent to Mokpalin, a
slightly larger village next to Sittang.

The Japanese, meanwhile, had decided to attempt a double-envelopment on the British. The 214th
Regiment (33rd Division), now fully engaged, would continue to pin the British on the Bilin River
whilst the 143rd Regiment (55th Division) would strike for Kyaitko from the south; and the two
unengaged battalions of 215th Regiment (33rd Brigade) would head for Ahonwa and then loop
around the British left.

Unfortunately for the British, however, the signal ordering 17th Division’s retreat was sent in clear
and intercepted by the Japanese. General Sakurai, of 33rd Division, saw the opportunity and
ordered the two unengaged battalions of 215th Regiment to head straight for the Sittang Bridge at
top speed, using tracks through the dense jungle that had already been scouted by forward patrols.
214th Regiment, once it had reformed into march order, would follow them: heading straight for
Mokpalin. It would be a race for the Sittang!

B Company of the 2nd KOYLI

Sent to Yinon to protect the far left of the line, B Company of the 2nd King’s Own Yorkshire Light
Infantry had been cut off from the rest of 17th Division for almost four days. Their commanding
officer, Captain W. Baxter (a field promotion) was becoming increasingly concerned about this lack
of contact, and about the fact that Japanese patrols had been spotted moving through the jungle on
both sides of the village.

A first attempt to get through to the south, by a Captain Chapman (known for his willingness to
seek out trouble) on a motorbike failed but, on the 18th a Private W. Abbott from Hull volunteered
to try again. Abbott left Yinon at about 8am: his equipment bound with rags to stop it jingling as he
made his way slowly through the jungle, constantly alert for enemy troops.

By 1pm, he had arrived at a point about half way between Yinon and Danyingon, and saw a couple
of British trucks with a man underneath them doing what looked like repairs. These, of course, were
the trucks that had carried the ill-fated Indian sappers (see Scenario 7) and as Abbott walked
towards them, a Japanese MMG opened up and he was hit in the thigh. Abbott managed to crawl
into cover behind the truck, but for some time was pinned in position desperately trying to avoid the
bursts of fire that the enemy machine-gunner sent his way.

Eventually he managed to roll into a ditch and, binding his wound, began crawling towards where
he thought the British lines were. After about an hour of this slow progress, he came upon some
Burmese, who were happy to point him in the right direction. Unfortunately, they were merely
trying to lull him into a false sense of security and, as he leant back against a tree and drank from

80
his water bottle, one of them tried to slice Abbott’s head off with his dah (a type of broad bladed
knife typical of Burma). Abbott managed to get his hands up to stop the blade, but the fingers of his
left hand were severed and those of his right severely damaged. Desperately throwing himself
between his attackers, Abbott managed to escape into the jungle, taking several cuts to the body in
the process, and threw a grenade over his shoulder to discourage pursuit.

After a brief halt to bind his new


wounds, Abbott staggered on, eventually
coming across a Gurkha outpost.
Refusing to be evacuated before he had
delivered his message, Abbott was taken
to 2nd KOYLI Battalion HQ, where he
was finally able to tell Colonel Keegan
that B Company were still at Yinon.

With no means to get a message back to B Company by land, it was decided to drop the order to
retire from the air. This was duly done, but it was some time before the Yorkshiremen at Yinon got
the message: they had been accidentally machine-gunned by British aircraft earlier in the day, so
had all taken cover when the RAF had returned and “bombed” them with the message canister!
Captain Baxter quickly ordered all B Company’s heavy equipment and mule-carried ammunition
destroyed, and led his men out of Yinon. As they left, at about 4pm on the 19th, they could see the
Japanese across the river forming up to assault the village.

Their route took them over the hills towards Kyaitko. After an uneasy night spent “behind a
perimeter”, at about 10.30am the company came across a small village that their scouts reported as
occupied by the Japanese, who appeared to be waiting to ambush B Company. Baxter decided to
ambush the ambushers, and ordered No. 11 Platoon (Sergeant Wheeler) to advance in the centre to
attract the attention of the enemy, whilst No.’s 10 and 12 Platoons (under Sergeant Steerment)
attacked from the left and right respectively.

Unfortunately, the two flanking platoons took longer than expected to get into position, and
Sergeant Wheeler’s platoon advanced forward unsupported. Wheeler and another Sergeant were hit,
and it looked as if the plan would fall apart. The situation was saved, however, by a Private G.W.
Hall, from Rotherham, who grabbed a Thompson submachine gun and, standing quite coolly in the
open, began blasting the Japanese positions one-by-one. Hall was shot three times before he was
finally knocked down and killed, but he had distracted the enemy for long enough to allow the other
two platoons to press home their attack.

This they did, although Sergeant Steerment charged from the jungle to find only seven men still
with him. They were enough, however, and the surprised Japanese were finished off for the cost of
only one more wounded. Leaving their walking wounded behind with Steerment, the company then
reformed and continued their march, arriving in Kyaito at around 8pm that evening. Steerment and
his party, obviously travelling more slowly, managed to make it back at about dawn the next day,
but had had to abandon two of their number at another small village, who disappeared never to be
seen again.

Introduction, Map & Terrain

This scenario will feature 2nd KOYLI’s ambush of the ambushers at the small village somewhere
between Yinon and Kyaitko. The village is in a clearing surrounded by jungle. Areas near the main
village clearing, the tracks, paddy fields and the river will be light jungle, the rest of the table will
be heavy jungle. Heavy jungle is dense bamboo that can only be penetrated by men on foot moving

81
at –3” per initiative dice rolled for movement. It provides excellent cover from spotting, and good
cover from fire. Visibility between units whose line of sight is either in or interrupted by heavy
jungle is limited to 12 inches. Light jungle still provides excellent cover from spotting and good
cover from fire, but movement is only penalised at –1” per initiative dice rolled, and visibility is
limited to 18 inches. The village consists of a few bamboo and palm leaf huts bisected by a rough
track leading from east to west.

The paddy fields to the south are really heavy going, moving through them will subtract 1” from
each dice rolled for movement, and only provide cover for men in a prone position. The track is just
that: a rough track, deeply rutted by the few vehicles that have passed along it. The hills to the east
are gentle slopes. The stream to the south is about four foot wide but only a foot or so deep: easily
crossable.

Initial Deployment

The Japanese may deploy anywhere within the village itself. Although not dug-in, they can be
assumed to be in concealed positions. Despite this, the British have managed to scout the village, so
all Japanese Blinds should be placed on the table prior to the start of the game.

The British will enter the table from the north, east and south. Sergeant Wheeler and No.10 Platoon
will enter the table along the track from the East. Sergeant Steerment and No.12 Platoon will enter
the table from the north. No.11 Platoon will enter the table from the south. Note that the table is
deliberately set up so that No.11 and No.12 Platoons will probably arrive after No.10 Platoon has
engaged the enemy.

Special Rules

Up until contact has been made with the enemy, whether under a Blind or not, Sergeant Steerment
may add an extra 1d6 to the movement of his platoon, but sacrifices one figure to do so. The extra
1d6 is subject to the usual terrain modifiers. The British may choose not to take prisoners if the
result of a close combat indicates that they have done so.

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

Objectives and Victory Conditions

The objectives of each side are simple: the British must clear the Japanese from the village; the
Japanese must prevent the British from doing so.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Big Man x 2 Big Man x 4
3rd Platoon 10 Platoon
4th Platoon 11 Platoon
Rally 12 Platoon
Heroic Commander Rally
Banzai-a i-ai!

82
Scenario 8: Map

83
Scenario 8: British Briefing
You are Captain W. Baxter of B Company, the 2nd King’s Own Yorkshire Light Infantry. It is
February 1942, and you are currently part of 17th Division: assigned to block the Japanese advance
on Rangoon through southern Burma. For the last four (or is it five?) days, your company has
occupied the village of Yinon: far out on the left flank of the British line holding the Bilin River. In
fact, up to yesterday evening, the only contact you’d had with anyone was with the RAF: and all
they did was strafe your positions! Bloody idiot flyboys!

Yesterday evening, however, you finally received the order to withdraw: something quite pleasing
really, as your men have been spotting really quite large numbers of Japs moving through the jungle
on both sides of your position. The thought of being surrounded by the blighters was giving you the
willies! You set out almost immediately and, after spending a somewhat uncomfortable night in the
jungle, are now approaching a small village on the track that leads to your eventual destination,
Kyaitko.

Your scouts have reported that the village appears to be crawling with Japs! What’s more, they
seem to be expecting you: as they are in ambush positions. Ha! Well, we’ll have to put the shoe
firmly on the other foot, and ambush the ambushers, eh? Put the boot in, eh? What?

Introduction

You have decided to make a demonstration attack from the front whilst two “real” attacks go in
from the flanks. You have sent Sergeant Steerment (good man, that!) around to the right to attack
from the north; Sergeant Smith and No.10 Platoon round to the left to attack from the south; and
Sergeant Wheeler and his lads straight up the middle to distract the enemy whilst the other two
attacks go in. Text book stuff, what?

Initial Deployment

Sergeant Wheeler and No.10 Platoon will enter the table along the track from the East. Their aim is
to keep the Japanese occupied whilst the other two platoons attack from the flanks.

Sergeant Steerment and No.12 Platoon will enter the table from the north. No.11 Platoon will enter
the table from the south.

Map & Terrain

The village is in a clearing surrounded by jungle. Areas near the main village clearing, the tracks,
paddy fields and the river will be light jungle, the rest of the table will be heavy jungle. Heavy
jungle is dense bamboo that can only be penetrated by men on foot moving at –3” per initiative dice
rolled for movement. It provides excellent cover from spotting, and good cover from fire. Visibility
between units whose line of sight is either in or interrupted by heavy jungle is limited to 12 inches.
Light jungle still provides excellent cover from spotting and good cover from fire, but movement is
only penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches.

The village consists of a few bamboo and palm leaf huts bisected by a rough track leading from east
to west. The paddy fields to the south are really heavy going, and only provide cover for men in a
prone position. The track is just that: a rough track, deeply rutted by the few vehicles that have
passed along it. The hills to the east are gentle slopes. The stream to the south is about four foot
wide but only a foot or so deep: easily crossable.

84
Special Rules

Any Japanese that escape from the village could bring word of your company’s position to a larger
force. Any Japanese prisoners that you take will only slow down your retreat, leaving it more likely
that other enemy troops will find you. You may therefore choose not to take prisoners if a close
combat indicates that you have done so. This is not something you enjoy considering (the rules of
war and all that) but the lives of your men must come first.

Up until contact has been made with the enemy, whether under a Blind or not, Sergeant Steerment
may add an extra 1d6 to the movement of his platoon, but sacrifices one figure to do so. The extra
1d6 is subject to the usual terrain modifiers.

Objectives and Victory Conditions

Clear the Japanese from the village.

B Company, 2nd King’s Own Yorkshire Light Infantry

Company HQ
Captain W. Baxter* (1d4)

No 10 Platoon
2 x Rifle Section (8 men each)

No 11 Platoon
Sergeant Wheeler* (1d2)
Private Hall* (1d6)
3 x Rifle Section (8 men each)

No 12 Platoon
Sergeant Steerment* (1d6)
2 x Rifle Section (8 men each)

Troops/Dice 0 1 2 3 4
2nd KOYLI 1, 2, 3 4, 5 6 7, 8 -

85
Scenario 8: Japanese Briefing
You are 2nd Lieutenant Itchi from the 214th Infantry Regiment. You are part of the force driving
into southern Burma: aiming to evict the gaijin enemy from Rangoon. You are currently operating
in front of the main line, and have taken up temporary residence in a small village somewhere near
Kyaitko.

Your company has been tasked with disrupting enemy movement in the area. Your company
commander is currently out on a sweep across the hills to the north-west, and has taken platoons
one and two with him: leaving you in charge of platoon three and the support platoon. Yesterday,
one of your scouts reported that he had spotted a small British column heading your way, and you
have decided to hold your position and ambush them.

It is now approaching midday, and you can hear the enemy approaching the village…

Initial Deployment

You may deploy your men as you see fit within the main village clearing. They may not be dug-in,
but may be in or behind cover.

Map & Terrain

The village is in a clearing surrounded by jungle. Areas near the main village clearing, the tracks,
paddy fields and the river will be light jungle, the rest of the table will be heavy jungle. Heavy
jungle is dense bamboo that can only be penetrated by men on foot moving at –3” per initiative dice
rolled for movement. It provides excellent cover from spotting, and good cover from fire. Visibility
between units whose line of sight is either in or interrupted by heavy jungle is limited to 12 inches.
Light jungle still provides excellent cover from spotting and good cover from fire, but movement is
only penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches.

The village consists of a few bamboo and palm leaf huts bisected by a rough track leading from east
to west. The paddy fields to the south are really heavy going, and only provide cover for men in a
prone position. The track is just that: a rough track, deeply rutted by the few vehicles that have
passed along it. The hills to the east are gentle slopes. The stream to the south is about four foot
wide but only a foot or so deep: easily crossable.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

Objectives and Victory Conditions

Your objective is simple: kill all the enemy troops!

86
Ambush Force, 214th Infantry Regiment

HQ
Shoi Itchi (1d6)
Gunso Ni (1d6)

3rd Platoon
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men each)

4th Platoon
1 x Rifle/Mortar Squad (10 men each)
4 x Type 97 Anti-Tank Rifles (2 crew each)

The ranks of your Big Men are given in Japanese. A Shoi is a 2nd Lieutenant and a Gunso is a
Sergeant.

Troops/Dice 0 1 2 3 4

Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -


All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

87
Scenario 9: Pagoda Hill
Game Briefing
As night fell on 19th February 1942, the situation for the British was this: Smyth had now received
permission for 17th Division to retreat behind the Sittang River, his original proposed line of
defence. Of his three brigades, 46th Brigade (under Brigadier Ekin) was at Kyaitko; with 16th
Brigade (under Brigadier “Jonah” Jones) and 48th Brigade (under Brigadier Hugh-Jones) still
forward at Bilin but preparing to break contact with the enemy.

The Japanese, because of the intercepted British signal accidentally sent in clear, were now aware
that the British were intending to retreat through Kyaitko to Sittang. Their plan was to carry out a
left and right double outflanking manoeuvre, by sea and via already-scouted jungle tracks
respectively, to beat the British to the Sittang River. If they could capture the bridge intact, they
would have easy access to Rangoon and cut the enemy off on the wrong side of the river. Their men
could move easily through the jungle on foot, whereas the British, with their lorries and trucks,
would have to stick to the road.

In the early hours of the 20th, aided by a heavy mist, 16th Brigade broke contact with the enemy
and began marching to Kyaitko. 48th Brigade had more difficulty: the Jats were attacked and
penetrated by the Japanese before they could begin their retreat, and it was only with the help of
some RAF bombing missions that they could successfully get away at around noon.

To give some idea of the confusion, I quote Lieutenant Donald Day of 1/4th Gurkhas: “History says
that 1/4th Gurkha Rifles cleverly withdrew in darkness and when the Japs attacked they found us
gone. This is nonsense. I never received orders to withdraw. The Japs attacked in the morning, and
we held out until midday, although surrounded. At which point a Lance-Naik from the Signal
Platoon arrived with orders to withdraw. I was amazed to see him and couldn’t understand how he
SITTANG N
MOKPALIN
MOKPALIN
QUARRIES
Dense Jungle
Criss-crossed by
Streams and Tracks

TAWGON

THEYBU RIVER
KALUN CHAUNG

BOYAGYI
RUBBER
KYAIKKATHA ESTATE
KYAITKO

THEBYUCHANG

MOKKAMU

88
had made it. How I was going to get away I just couldn’t see. The Japs had machine-guns at each
end of the bund (embankment) on which we were pinned down. It never occurred to me to take the
opportunity to move when the belt was changed on these guns. The Gurkha said: ‘we wait and then
we all go together and run’. That’s what happened.” Hugh-Jones blew the bridge over the Theybu
River at around 6.30pm, and his weary troops, climbing aboard the divisional transport sent up by
Smyth, arrived at Kyaitko at about 10.30pm.

So far so good. The problem now, however, was that the all-weather trunk road from the south
ended at Kyaitko and that the only routes to Sittang, some seventeen miles away, capable of taking
large numbers of troops were a dirt road that was already much mangled by bombing; and the
railway line, unsuitable for vehicles. Not only this, but the one-lorry-wide bridge over the Sittang
River was a bottleneck all of its own, especially as the river was some half a mile wide at this point
(the bridge was 11 spans each of 150 feet).

Smyth’s plan was that Divisional Headquarters would lead the retreat, followed by 48th and 16th
Brigades, with 46th Brigade acting as a rearguard. Unaware of Japanese intentions, he ordered a
staggered gradual retreat designed to prevent traffic jams. 4/12th Frontier Field Regiment and the
sappers of the Malerkotla Field Company would make straight for the bridge, joining 3rd Burma
Rifles (only 250 strong) and a company of the 2nd Duke of Wellington’s battalion that were already
there. During 21st February, Divisional HQ and 48th Brigade HQ would travel to the Mokpalin
Quarries, with 48th Brigade’s three remaining battalions (7/10th Baluchi had been ordered to
replace the company of the Duke’s at the bridge) evenly spaced out with and behind them. 16th and
46th Brigade would not move at all.

The 21st February proved to be dry and hot, and the British troops’ already unpleasant journey was
made worse by constant strafing and bombing: first by the Japanese, and then by Allied aircraft that
had been given incorrect information as to where the friendly columns were marching. By the
evening, 4/12th FFR and the Malerkotla Field Company had reached the bridge, where they found

SITTANG N
3rd Bur. Rif.
1 Co. DoW’s
4/12 th FFR MOKPALIN
Maler. FC Situation at Nightfall
FF2 21st February 1942

Div HQ
48th HQ
7/10th Bal.
2/5th Gur.
1/4th Gur.
215
th
Re
MOKPALIN gim
ent
QUARRIES
1/3rd Gur.

TAWGON

KALUN CHAUNG

BOYAGYI
16th Brigade
RUBBER
KYAIKKATHA ESTATE KYAITKO 214 th
Reg
imen
t

46th Brigade
MOKKAMU

89
little had been done to prepare it either for demolition or defence. Divisional HQ had reached
Mokpalin Quarries, with 48th Brigade’s 7/10th Baluch (still trying to get to the bridge to relieve the
Duke’s) and 1/4th Gurkhas with them; and with 2/5th and 1/3rd Gurkhas halted on the track behind
them. 16th Brigade were at the Boyagyi Rubber Estate, with 46th Brigade holding a rearguard
position west of Kyaitko.

The Japanese were, however, also on the move. During the afternoon of the 21st, the far left flank
(the north) of the British force, protected by Field Force 2 (mostly Indian troops mounted on
Burmese ponies), was heavily engaged by the forward units of the Japanese 215th Regiment and
forced to retreat to the Sittang River some miles north of the bridge. Unfortunately, no word of
either their contact with the enemy nor their subsequent retreat reached 17th Division HQ until
evening. The Japanese plan was working.

The British at the Mokpalin Quarries began moving again early in the morning on 22nd February.
First off, at around 4a.m., were 1/4th Gurkhas, moving from Mokpalin Quarries to cross the Sittang
Bridge itself as a counter to intelligence received from Rangoon that the Japanese might try and
capture the bridge by parachute attack. Divisional HQ moved off after them; followed by 48th
Brigade HQ; then 7/10th Baluch, who were still trying to get into position to relieve the Duke’s.
Disaster struck, however, when a truck ran off the decking over the bridge, blocking it utterly until
6.30am. As a result, the road from the Sittang Bridge right back to Mokpalin and beyond was
jammed with stationary vehicles, often halted doubled up.

Meanwhile, back along the road to Kyaitko, 16th and 46th Brigades began moving towards the
Sittang at about 3 a.m. They were now aware that the Japanese were north and maybe even west of
their position, and both Brigadiers were starting to get anxious about the possibility that the enemy
would reach the Sittang ahead of them. As will be obvious, however, the problem was that they
could only move as far as the rear of 48th Brigade would let them. Ekin, in particular was very
vexed, as he had suggested that his brigade move immediately from Kyaitko and firmly occupy the
Sittang area as a proper backstop some days before .

At about 8.30am, 1/4th Gurkhas, and the HQ’s of both 17th Division and 48th Brigade had just
crossed the bridge, and 7/10th Baluch was just marching through the cutting approaching it, when
firing was heard and the Japanese (1st Battalion, 215th Regiment) attacked from the jungle north-
east of the bridgehead. The detachment of 3rd Burma Rifles holding the area gave way at once, and
it seemed for a moment as if the Japanese would be able to advance right onto the bridge and
capture it intact. However, an immediate counter-attack by 4/12th FFR supported by the weak
7/10th Baluch succeeded in recapturing the lost ground for the loss of some fifty casualties.

One of the worst wounded was Captain Sam Hormusji Framji Jamshedji Manekshaw of C
Company 4/12th FFR, who won a Military Medal for his actions on Pagoda Hill. As he charged
forward with his men, a Japanese soldier suddenly emerged from the bushes and fired at him,
wounding him seriously in the stomach. He was evacuated down the hill by his orderly, where
Major-General Cowan spotted him and, aware of the seriousness of his wounds and his bravery in
leading the successful counter-attack, quickly pinned his own Military Cross ribbon on to
Manekshaw saying: "A dead person cannot be awarded a Military Cross.” Manekshaw would go on
to become Field Marshall of the Indian Army, leading it to its victory over Pakistan in the 1971-72
war.

The Japanese attack from Buddha and Pagoda Hill’s was not 17th Division’s only problem. At the
same time as their attack on the bridgehead, the Japanese also drove down onto the column of
transport which packed the road immediately south of Mokpalin: the route to the Sittang was
blocked!

90
Introduction

This scenario will focus on the British attempt to stop the Japanese from capturing the bridge over
the Sittang River intact with their initial attack at around 8.30am on 22nd February 1942. 4/12th
FFR and the remnants of 7/10th Baluch will counter-attack towards Pagoda and Buddha Hills.

Map & Terrain

The tabletop is dominated by the two flat-topped hills: Pagoda Hill and Buddha Hill. Each is named
after their main feature: a large pagoda and a huge image of Buddha respectively. The pagoda is
actually two buildings: the pagoda itself and a low, square building used as a field hospital by the
British. The field hospital has just been captured and its staff led off into captivity (note that Smyth,
himself, was almost caught in the hospital: as he was leaving after a visit, he was offered a cigarette,
but didn’t stay as he had given up smoking. Moments after he left, the Japanese attacked).

The terrain is all rough ground covered in dips and troughs, and dotted with patches of trees and
shrubs. Moving up or down a slope should subtract two inches from the total of the dice rolled for
movement. The huts shown are just that: huts. There is also a track leading up from the south to the
Pagoda.

The feature in the south-west corner of the map is the railway and its cutting. The road running
around the west and north sides is single-track, and is currently utterly clogged with transport
vehicles. You should get every truck, ambulance, cart and other non-combatant vehicle you have
and place them nose to tail along the whole length of the road, heading for where the road hits the
cutting, doubling them up where possible. The trucks are manned by drivers who will play no part
in the fighting. Note that just off the table to the north is the little town of Sittang, where British
armoured cars (or perhaps carriers) are fighting a running (and losing!) battle with Japanese
engineers armed with anti-tank grenades.

Initial Deployment

The British will enter the table from the top of the railway cutting in the south-west corner of the
map. The British player should decide before the game what order his platoons will appear in (with
the proviso that the Baluchs appear last), and one platoon will appear on the board each time a
“British Reinforcements” card is drawn. Note that there are two “British Reinforcements” cards in
the pack. The first two British platoons will appear with their figures placed straight onto the table,
after that they will appear as Blinds.

The Japanese are scattered over the entire table. They are literally trying to pour men down into the
railway cutting in order to take intact the bridge just off the table to the west. 1st Platoon begins the
game on table not under a Blind half way across Pagoda Hill (near where the name is on the map).
2nd Platoon begins the game under a Blind in the valley half way between Pagoda and Buddha
Hills. 3rd Platoon and the Support Platoon begin the game under Blinds on the slopes to the east of
Buddha Hill.

Objectives and Victory Conditions

Historically, the British managed to re-take Pagoda Hill, but could not manage to re-take Buddha
Hill as well. The British therefore win a victory if they re-take Pagoda Hill; and a great victory if
they also re-take Buddha Hill. Any other result is a loss.

91
PAGODA HILL

92
BUDDHA
HILL
Scenario 8: Map

N
The Japanese win a victory if they can hold both Pagoda and Buddha Hills. They win a huge victory
if you can get a force with at least five initiative dice between them off the table through the railway
cutting. They win a draw if they lose Pagoda Hill but still hold Buddha Hill. They lose the game if
they are thrown off both hills.

There must be some friendly troops and no enemy troops on the summit of a hill in order for it to be
declared as “held”.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Big Man x 5 Big Man x 4
1st Platoon 1st Platoon 4FFR
2nd Platoon 2nd Platoon 4FFR
3rd Platoon 3rd Platoon 4FFR
MMG Platoon 4th Platoon 4FFR
Rapid Deployment 1st Platoon Baluch
Rally Rally
Heroic Commander Re- inforcements x 2
Dynamic Commander
Banzai-a i-ai!

93
Scenario 9: British Briefing
You are Captain Sam Manekshaw of the 4/12th Frontier Force Regiment (although you prefer to be
known as the 4th Sikhs), currently serving as part of 17th Indian Division in the defence of southern
Burma. Things are not going too well at the moment, and the division is retreating from a line
behind the Bilin River to a line behind the Sittang River.

The only way across the Sittang is the single bridge near the town itself. You have been sent ahead
of your brigade to make sure that the bridgehead is properly defended. There is, however, only one
road to the bridge, and not a good road at that. Getting a whole division across one bridge at the end
of one road is proving tricky: and transport vehicles are now backed up nose-to-tail from Sittang
right the way back to Mokpalin, some five miles away.

That wouldn’t be too bad if there was plenty of time to sort the situation out. Unfortunately it looks
as if the Japs have stolen a march on you, and managed to get through the jungle to the north of the
main Bilin/Sittang road. A short time ago, as you were preparing to cross the Sittang bridge and
take up positions to defend it, the enemy suddenly appeared at the top of Pagoda Hill, one of the
two elevations overlooking the bridgehead. They had already overrun the field hospital at the top of
the hill, and are now looking set to sweep down the slope and take the bridge as well!

If they take the bridgehead, the rest of your division will be trapped on the wrong side of the
Sittang. If they take the bridge intact, the road to Rangoon is open to them. Someone has to stop
them taking the bridge and bridgehead. That someone is you!

Introduction

The leading elements of the Japanese force are stretched out across Pagoda and Buddha Hills,
preparing to assault the bridgehead. You and your men (and a platoon from 7/10th Baluchs that are
available to help) must stop the Japanese advance towards the bridgehead and then drive them from
the two hills. This is going to be warm work, and speed of attack will be of the essence.

Initial Deployment

You will enter the table from the top of the railway cutting in the south-west corner of the map. You
should decide before the game what order your platoons will appear in, with the proviso that the
Baluchs appear last. One platoon will appear on the board each time a “British Reinforcements”
card is drawn. Note that there are two “British Reinforcements” cards in the pack. Your first two
platoons will appear with their figures placed straight onto the table, after that they will appear as
Blinds.

Map & Terrain

The tabletop is dominated by the two flat-topped hills: Pagoda Hill and Buddha Hill. Each is named
after their main feature: a large pagoda and a huge image of Buddha respectively. The pagoda is
actually two buildings: the pagoda itself and a low, square building that was used as a field hospital
until captured by the Japanese a short time ago.

The terrain is all rough ground covered in dips and troughs, and dotted with patches of trees and
shrubs. Moving up or down a slope will subtract two inches from the total of the dice rolled for
movement. The huts shown are just that: huts. There is also a track leading up from the south to the
Pagoda.

94
The feature in the south-west corner of the map is the railway and its cutting. If the Japanese get
significant numbers of men into it, they will be able to take the Sittang River Bridge (just off the
table to the west) intact!

The road running around the west and north sides is single-track, and is currently utterly clogged
with transport vehicles. They are nose to tail along the whole length of the road, heading for where
the road hits the cutting, doubling up where possible. The trucks are manned by drivers who will
play no part in the fighting.

The Enemy

There is a platoon of enemy troops half way across the flat top of Pagoda Hill. Although currently
out of sight behind the hill, there will be more coming up behind, but you appear to have the
opportunity to deal with them one by one.

Objectives and Victory Conditions

Re-take the two hills that dominate the Sittang Bridge position. You win a victory if you re-take
Pagoda Hill; and a great victory if you also re-take Buddha Hill. Any other result is a loss. There
must be some friendly troops and no enemy troops on the summit of a hill in order for it to be
declared as “held”.

C Company 4/12th Frontier Force Regiment (aka 4th Sikhs)

Captain Sam Manekshaw* (1d6)

1st Platoon
Havildar Yk Singh (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)

2nd Platoon
Naik Do Singh (1d4)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)

3rd Platoon
Naik Tin Singh (1d4)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)

4th Platoon
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew) Troops/Dice 0 1 2 3 4
4FFR 1, 2, 3 4, 5 6, 7 8 -
Remnants of 7/10th Baluch
7/10th Baluch 1, 2, 3 4, 5, 6 7 8 -
Lieutenant John Randle* (1d4)
The Baluch’s are Stubborn troops: receiving a
+25% bonus to their dice if defending in close
1st Platoon (Mussalmans)
combat.
2 x Rifle Section (8 men each)

95
Scenario 9: Japanese Briefing
You are Major Mugita of the 1st Battalion, 215th Infantry Regiment. You are currently part of the
force attempting to wrest southern Burma from the hands of the British. The campaign has been
going very well so far, with the gaijin being driven back at every encounter (Banzai! Banzai!
Banzai!): now you have the opportunity to deal the death blow!

When an army withdraws, it usually takes some time for their opponent to realise what is happening
and launch a follow-up. Two days ago, however, Army HQ intercepted an enemy signal indicating
that they were about to start a full retreat to a position behind the Sittang River. General Sakurai
immediately ordered 1st and 2nd Battalions of 215th Regiment to hurl themselves forward along the
jungle tracks north of the route the British would take. He knew that you could move faster through
the jungle on foot (especially as your scouts had already reconnoitred the area) than the Round Eyes
and their Indian lackey troops could manage on the road, burdened as they are with their need for
trucks and lorries and mules. Hah! The IJA needs no such impediments!

If you can capture the Sittang Bridge intact, then the road to Rangoon is open. Even if the enemy
manage to blow the bridge, capturing the east bank position will mean that an entire division of
enemy troops is cut off on the wrong side of the river: to be dealt with at your leisure!

Sakurai-san’s tactic succeeded brilliantly! Literally sprinting the last few miles, you and your men
have just burst onto the northern flank of the British position at the Sittang Bridge, and captured the
two hills that overlook it. You have already captured an enemy field hospital stuffed full of senior
officers (it is obvious that their leaders are weak!) and are now ready to drive down and capture the
bridge itself! Victory is within your grasp! Banzai! Onwards! Onwards! Banzai!

Introduction

You will begin this game on table and in possession of both Pagoda and Buddha Hills. The rest of
your battalion are just off table and heading your way as fast as they can. Your aim is to make sure
you don’t lose the ground you have already gained, and to drive forward through the railway cutting
and take the Sittang Bridge.

Note two things: firstly that your men have become somewhat strung out in the frantic dash to take
Pagoda Hill; and secondly that you would be mad not to expect an immediate enemy counter-attack
to both protect the bridge and to re-take the heights that dominate their position!

Map & Terrain

The tabletop is dominated by the two flat-topped hills: Pagoda Hill and Buddha Hill. Each is named
after their main feature: a large pagoda and a huge image of Buddha respectively. The pagoda is
actually two buildings: the pagoda itself and a low, square building that was used as a field hospital
by the British until you captured it a short time ago.

The terrain is all rough ground covered in dips and troughs, and dotted with patches of trees and
shrubs. Moving up or down a slope will subtract two inches from the total of the dice rolled for
movement. The huts shown are just that: huts. There is also a track leading up from the south to the
Pagoda.

The feature in the south-west corner of the map is the railway and its cutting. The road running
around the west and north sides is single-track, and is currently utterly clogged with enemy
transport vehicles.

96
Initial Deployment

After their rapid advance, your men are scattered over the entire table, desperately trying to get
down into the railway cutting in order to take intact the bridge just off the table to the west. 1st
Platoon begins the game on table not under a Blind half way across Pagoda Hill (near where the
name is on the map). 2nd Platoon begins the game under a Blind in the valley half way between
Pagoda and Buddha Hills. 3rd Platoon and the Support Platoon begin the game under Blinds on the
slopes to the east of Buddha Hill.

Objectives and Victory Conditions

Hold the two hills. If you can, get off the table through the railway cutting.

You win a victory if you can hold both Pagoda and Buddha Hills. You win a huge victory if you
can get a force with at least five initiative dice between them off the table through the railway
cutting. You win a draw if you lose Pagoda Hill but still hold Buddha Hill. You lose the game if
you are thrown off both hills. There must be some friendly troops and no enemy troops on the
summit of a hill in order for it to be declared as “held”.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

Elements of 1st Battalion, 215th Regiment

Shosa Mugita* (1d6)

1st Platoon
Shoi Kiuchi* (1d6)
3 x Rifle/LMG Section (10 men each)
1 x Rifle/Mortar Section (10 men)

2nd Platoon
Shoi Itchi (1d6)
3 x Rifle/LMG Section (10 men each)
1 x Rifle/Mortar Section (10 men)

3rd Platoon
Shoi Ni (1d6)
3 x Rifle/LMG Section (10 men each)
1 x Rifle/Mortar Section (10 men)

Support Platoon Troops/Dice 0 1 2 3 4


Gunso San (1d6) Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
2 x MMG (5 crew each)
All your infantry are fanatical: they get +25% dice
The ranks of your Big Men are given in in melee, never surrender, and need not take
Japanese. A Shosa is a Major; a Shoi is a prisoners. They also get a minimum of one firing dice
2nd Lieutenant; and a Gunso is a Sergeant. even if reduced to zero initiative dice.

97
Scenario 10: Mokpalin
Game Briefing
Early in the morning of 22nd February 1942, the leading elements of the Japanese 215th Regiment
had driven into the British position around the vital Sittang Bridge. Although their attempt to take
the bridge itself was thwarted by the counter-attack that forms Scenario Nine, they did succeed in
driving across the approach route from Mokpalin, cutting the rest of the 17th (Indian) Division off
from their only line of escape to Rangoon.

The first British battalion to arrive from the south was 2/5th Gurkhas. Ordered to clear the Japanese
from the east of the road, the Gurkhas, with little or no mortar and artillery support, charged
forward and, on their third attempt, managed to get as far as Mokpalin Railway Station.

Behind 2/5th Gurkhas was 1/3rd Gurkhas. The two commanding officers assumed that both Pagoda
and Buddha Hills were in enemy hands, and decided that 1/3rd Gurkha should attempt to re-take
both whilst 2/5th Gurkha consolidated their somewhat precarious position east of Mokpalin. The
attack began at about 2pm with an artillery barrage onto both hills, which inflicted casualties on the
enemy on Buddha Hill but also succeeded in driving the British bridgehead troops off their hard-
fought-for positions on Pagoda Hill! The Gurkhas then went in and, after fierce fighting, managed
to take Buddha Hill (B Company occupied Pagoda Hill, with C and D Companies taking Buddha
Hill). A Japanese counter-attack followed, during which Lieutenant-Colonel G.A. Ballinger,
commander of the 1/3rd Gurkhas, was killed (some sources say by some Japanese troops who were
feigning surrender) but the Gurkhas refused to be shifted. By about 4pm, bridgehead troops were
back on Pagoda Hill and 1/3rd Gurkhas still held Buddha Hill, but a gap between them and 2/5th
Gurkhas had opened up.

Meanwhile, back on the road from Kyaitko, an entirely separate action had been fought. About two
thirds of the way along the road from the Boyagyi Rubber Estate to the Mokpalin Quarries was an
area known as Meyun Chaung. At about 9.30am, 46th Brigade had halted to allow the 2nd Duke of
Wellington’s (the rearguard) to catch up. 16th Brigade, unaware of this halt, continued marching,
and a gap of about a mile opened up between the two brigades. The Japanese reached the road
between them and immediately established a roadblock and as 3/7th Gurkhas, leading 46th Brigade,
was trying to clear it, the rest of the column was hit in the flank with mortar and machine-gun fire,
and then assaulted by a series of banzai! charges.

Ekin, leading 46th Brigade, took a party of some 500 rifles into the jungle to the west in an attempt
to clear the jungle for the rest of his brigade to march through, but only succeeded in getting
separated from his main column, eventually ending up at Tawgon with about half the number of
men he’d started with. His action, however, resulted in so much confusion that 3/7th Gurkhas, now
supported by the Duke’s and what was left of 5/17th Dogras, managed to force the roadblock:
eventually running into the back of 16th Brigade at Mokpalin Quarries.

By the afternoon, 16th Brigade had moved towards the Sittang as far as Mokpalin, the troops at the
rear (B and C Companies of 2 KOYLI) conducting a series of “fight and run” actions against
continual attacks by the Japanese following them. There they halted and Brigadier Jones,
immediately taking charge of a confused situation, established a proper perimeter defence. It was
good that he did: once night fell, the Japanese attacked from three sides, supported by mortar and
artillery fire and, at one stage, getting close enough to the British lines that all three Indian
mountain batteries (5th, 12th and 28th) were using the bright moonlight to continuously fire at the
enemy over open sights. Remember as well that the road was still packed with British transport
vehicles, nose-to-tail, many now on fire.

98
Back at the bridgehead, by 6pm on 22nd February the Malerkotla Field Company of sappers had
completed their preparations for blowing the bridge. Smyth had moved to his fall-back command
post at Abya, some seven miles west of the Sittang, leaving Hugh-Jones in charge of the
bridgehead. During the night of 22nd/23rd February, Hugh-Jones was unable to contact either of his
two battalions to the east of the bridge, or either of 16th or 46th Brigades. The only information
received at bridgehead HQ (some way from the western bank) came from stragglers: all of whom
told the same tale of battalions ambushed and scattered, and transport wrecked, by vast numbers of
the enemy advancing remorselessly towards the Sittang.

Who was responsible for what happened next is the subject of some controversy.

What is certain is that Hugh-Jones became increasingly worried that if the Japanese launched a
sudden attack before dawn, the bridgehead could not be held for long enough for the bridge to be
safely blown. Because so many explosives had been used to destroy supplies abandoned at Kyaitko,
Major Orgill, commanding the sappers who had prepared the bridge for demolition, hadn’t been
able to avoid using fuses that had to be lit from positions on the bridge itself. Long-distance
Japanese sniper and machine-gun fire had already killed a dozen or so sappers as the charges were
laid: if the Japanese smashed through the bridgehead, they might be able to shoot or charge down
the men detailed to blow the bridge before they could light the fuses. Major Orgill could therefore
give no guarantee that he could effectively blow the bridge in daylight.

High Jones’ dilemma was that if the Japanese did manage to take the bridge, then the road to
Rangoon would be open and southern Burma definitely lost; but if he blew the bridge now he was
effectively abandoning all the troops on the eastern bank, currently the greater part of the division.
Not an easy decision to take: especially as he had no idea of the actual situation on the east bank.

N N

PAGODA PAGODA
HILL BUDDHA HILL BUDDHA
HILL 215th
HILL
SITTANG RIVER
SITTANG RIVER

BRITISH
PERIMETER

BUNGALOW BUNGALOW 215th


HILL HILL

O.P. O.P. 215th


HILL HILL

5th
21
215th

5th
21
MOKPALIN MOKPALIN
VILLAGE VILLAGE
RAILWAY RAILWAY 2/5th
STATION STATION Gurkha
SITUATION AT
AROUND 10AM
rd
1/3 ha
rk
Gu

99
At about 4.30am, over a very bad telephone line, a staff officer of 48th Brigade relayed Hugh-
Jones’ concerns to Brigadier Cowan at Divisional HQ. The officer emphasised that the bridge could
not be guaranteed to be held for more than another hour, and wanted a definite order to blow it.
Cowan asked whether “Jonah” was across the bridge yet, meaning Brigadier Jones the commander
of 16th Brigade, and the staff officer, confusing “Jonah Jones” with “Hugh Jones”, confirmed that
he was. Cowan reported this conversation to Smyth, who assumed from the fact that “Jonah Jones”
was over the bridge that the rest of 16th Brigade (and therefore most of the division) were as well,
and gave permission for Hugh-Jones to blow the bridge at his own discretion. At 5.30am, Hugh-
Jones made his decision and ordered the bridge blown. The sappers had done their work well: after
an almighty explosion, two spans dropped into the river, with a third badly damaged. The trouble
was that most of 17th Division were still on the wrong side of the river!

At Mokpalin, Jones cancelled his plans for a dawn counter-attack towards the bridge and decided to
maintain his position during daylight hours, gradually thinning out his lines so that his men could
escape over the river that night. What men could be spared from the defences were ordered to build
rafts. During the morning of the 23rd, the Japanese launched attack after attack at the British, and
although 4th Burma Rifles broke and fled, the main position stood firm. At about 11am, the British
were attacked by Japanese bombers: a raid which also exploded some artillery ammunition and set
the surrounding jungle on fire. Jones knew that his men were too exhausted to stand for much
longer and, at about 2pm, ordered a general withdrawal. Fortunately the Japanese, at the end of both
their supply lines and several days of forced marches, were equally exhausted and were unable to
properly follow up the British retreat, especially as the order to withdraw did not reach the troops
holding the southern side of Mokpalin (2 KOYLI, 3/7 Gurkhas, 5/17 Dogras and 8 BURIF, none of
whom were more than 200 strong) who held out until 7.30pm before retreating, having given many
of their comrades time to escape with their stubborn defence.

The retreat across the river was chaos personified. Some swam (often supporting non-swimmers)
but many drowned. Some men crossed on rafts, some found boats. Major Jack Robinson, Corporal
Fox and Lance-Corporal Roebuck of the Dukes were decorated for swimming across the swollen
river and constructing a lifeline across the broken bridge over which some 400 British soldiers
escaped. Others went north through the jungle and crossed where the river was less ferocious. The
various personal accounts available speak of their shock and anger at the realisation that the bridge
had been blown, and even the “Boy’s Own” way they describe their exploits can’t disguise the
hardships undergone.

17th Indian Division was destroyed as a fighting force: reduced to 41% of its original complement.
Only 80 British officers, 69 Indian and Gurkha officers, and 3,335 other ranks survived, with only
1,420 rifles, 56 light machine guns and 62 Tommy guns between them. 2 KOYLI was reduced to 80
all ranks, and 5/17th Dogras to 30 all ranks. Among those killed was Lt-Col Basil Owen, CO of the
Dukes: treacherously slain by local Burmese whilst resting in a village.

As for who was responsible for the disaster, blame was fairly and squarely put on Smyth, and he
was relieved of his command. The action featured as a “how not to…” scenario at RMA Sandhurst
for many years, with the main criticisms being that a proper defence should have been established at
the bridgehead much earlier, and that 16th and 46th Brigades should have been ordered to move to
the bridge much faster than they actually were. In his defence, however, some commentators state
that Smyth was too ill to have continued in charge of 17th Division, and make some allowances for
the quality of troops at his disposal and the terrain. Others mention the fact that the Sittang was the
line that he originally wanted to defend, but that he was forced by Hutton and Wavell into fighting
as far forward as the Thai border and, with an impossibly huge frontage to cover, was therefore on
the back foot from then on.

100
Hugh-Jones, however, always blamed himself for blowing the bridge too soon: just after the
explosion he had collapsed on being told that a message had finally come through from 16th
Brigade confirming that they were still intact as a fighting force and heading for the Sittang as fast
as they could. After the war, still tortured by the Sittang action, he walked into the sea and drowned
himself.

To make matters worse, the loss of the bridge was no real hindrance to the Japanese. Although it
took them two weeks to bring up bridging equipment and span the gap, the fact that they moved
mostly by animal transport, not by vehicles, meant that they could make a short trip upstream of the
blown bridge and cross the river where it was wider but slower. What temporarily halted them at the
Sittang was not the absence of a way of crossing the river, but a need to re-group 215th and 214th
Infantry Regiments after their exertions of the previous week.

Introduction

This scenario will focus on the defence of Mokpalin village during the morning of 23rd February
1942, just after the bridge has been blown. The British will defend their position against Japanese
attacks before retreating off the table towards the river.

The Japanese will have to be more resolute in the attack than their historical counterparts. If they
choose to fight the action as it played out in 1942, then they will sit inside the jungle east of the
embankment and hope to reduce the British position by gun and artillery fire. That won’t work in
this game, however, as they have a limited number of turns in which to overrun their enemy. This
turn limit should force them into attempting to take the position through an assault, and it looks to
me like it’s an awfully long way across those paddy fields!

Map & Terrain

The north-west corner of the map represents one edge of Mokpalin village. Most of any huts placed
on the table should be on fire and billowing smoke. The brown line with the black squares on it is a
railway line on top of an embankment. The embankment is only a few feet high, but would provide
some cover for anyone crouched behind it. The British have constructed scrapes all along the
embankment, and by a scrape I mean very shallow trenches dug with bayonets.

The area bordering the eastern and southern edges of the map is light jungle. Light jungle provides
excellent cover from spotting and good cover from fire, but movement is penalised at –1” per
initiative dice rolled, and visibility is limited to 18 inches. The distance between the jungle forming
the eastern edge of the table and the embankment was historically around 100 yards, but for game
purposes should be around 24”. The distance between the jungle forming the southern edge of the
table and the railway embankment was considerably greater, and for game purposes should be at
least 42”.

The area between the jungle and the embankment consists of paddy fields of various sizes and
shapes. Paddy fields only really provide cover for men in a prone position, and should be counted as
really heavy going, subtracting –1 from each dice used for movement.

Initial Deployment

The British may deploy anywhere behind the railway embankment. Their troops may be positioned
in scrapes. Their howitzer can shoot over the embankment if it wishes to direct fire over open
sights.

101
The Japanese enter the table from anywhere up to half way along the eastern and southern edges
from the south-east corner.

Special Rules

The British off-table mortars can only reach an arc 20” from the railway embankment i.e. east
across the paddy fields just about up to the line of jungle, and south the same distance down
towards the jungle.

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each. The Rifle
Squad with the Japanese Company HQ also has no LMG, and thus also fires with two dice rather
than three.

Objectives and Victory Conditions

In order to win the game, the British must hold their position for ten appearances of the Turn Card,
and then retreat at least half the force they started with off the table to the north-west. They achieve
a draw if they hold their position for ten appearances of the Turn Card but cannot retreat at least
half their force off the table: their sacrifice has been too heavy to allow a win, but the fact that they
have allowed their comrades elsewhere to get away means they have achieved a draw.

British players who retreat off the table before ten appearances of the Turn Card may have survived,
and may have led their men to safety, but have lost the game and may find that from now on talk
stops suddenly every time they enter the Officer’s Mess!

The Japanese win the game by over-running the British position before the Turn Card appears ten
times.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 5 Big Man x 2
1st Platoon 13 Platoon, 2KOYLI
2nd Platoon 14 Platoon, 2KOYLI
3rd Platoon 12 Platoon, 3/7GR
Support Platoon 5th Mountain Btty
Rapid Deployment Off-Table Mortars
Rally Rally
Heroic Commander Sniper
Dynamic Commander
Banzai-a i-ai!
Sniper
Off-Table Artillery
Air Support

102
Scenario 10: Map

103
Scenario 10: British Briefing
You are Captain H.M. Green of C Company, the 2nd King’s Own Yorkshire Light Infantry
(2KOYLI), currently serving in 16th Brigade of 17th Indian Division, tasked with defending
Rangoon from the encroachments of the Imperial Japanese Army.

Well, it has to be said that you have had better days. Better years in fact! The division is in full
retreat from the line of the Bilin River to the line of the Sittang River. Hot on your heels are the
Nips! Your company spent the whole of yesterday in the jungle as column rearguard on one side of
the only road to the Sittang Bridge, playing “fight and run” with an enemy that seems to delight in
trying to chop people such as your good self into tiny, little pieces with great, big swords!

Now 16th Brigade is holed up in Mokpalin Village, only a few miles from the Sittang. The enemy
had got between you and the force defending the bridgehead, and the plan was to launch a counter-
attack this morning that would allow you to get over the river and thus to comparative safety.
Unfortunately, dawn heralded more than just the rising sun: for some reason the chaps at the
bridgehead have blown the bloody bridge! Now you and a few other battalions are stuck firmly on
the wrong bank of the river (and a bloody big river it is too) with what seems like the whole of Mr
Tojo’s mates determined to gatecrash the party!

The CO, Colonel Keegan, has been to visit (walking along the railway embankment in full view of
the enemy, you note: unconcerned with their efforts to “pot” him) and informed you that the plan is
now to stay put until nightfall and then get across the river under cover of darkness. All you have to
do, therefore, is to hold your position, and prevent the Nips from getting past you into the mass of
men retreating to the river behind you. Yes: you’re the Tail-End Charlie’s again!

Map & Terrain

The north-west corner of the map represents one edge of Mokpalin village. Most of the huts are on
fire and billowing smoke. The brown line with the black squares on it is a railway line on top of an
embankment. The embankment is only a few feet high, but provides some cover for anyone
crouched behind it. Your men have constructed scrapes (very shallow trenches dug with bayonets)
all along the embankment.

The area bordering the eastern and southern edges of the map is jungle mixed with Japs! The area
between the jungle and the embankment consists of paddy fields of various sizes and shapes. Paddy
fields only really provide cover for men in a prone position, and are really heavy going for
movement.

Initial Deployment

Your men may deploy anywhere behind the railway embankment. They may be positioned in
scrapes. The howitzer can shoot over the embankment if it wishes to direct fire over open sights.

Special Rules

Note that Captain Howden’s mortars can only reach an arc 20” from the railway embankment.

Objectives and Victory Conditions

In order to win the game, you must hold your position for ten appearances of the Turn Card, and
then retreat at least half the force you started with off the table to the north-west. You achieve a

104
draw if you hold your position for ten appearances of the Turn Card but cannot retreat at least half
your force off the table: your sacrifice has been too heavy to allow a win, but the fact that you have
allowed more of your comrades elsewhere to get away means you have achieved an honourable and
noble draw.

Elements of C Company, 2nd King’s Own Yorkshire Light Infantry and Others

Company HQ
Captain H.M. Green* (1d6)

13 Platoon, 2KOYLI
2nd Lieutenant G.C. Cranfield* (1d6)
Sniper: Private H.W. Lyons*
3 x Rifle Section (8 men each)

14 Platoon, 2KOYLI
2 x Rifle Section (8 men each)

12 Platoon, 3/7th Gurkhas


2 x Rifle Section (8 men)

Section of 5th Indian Mountain Battery


1 x 3.7” Howitzer (4 crew)

Off-Table Artillery Support (Captain R.A.B. Howden’s Mortar Platoon)


4 x 3” Mortar

Notes

Private Lyons actually managed to down a Japanese aircraft with small arms fire during the
morning of 23rd February, so is rated as a sniper for this game!

Troops/Dice 0 1 2 3 4
2nd KOYLI 1, 2, 3 4, 5 6 7, 8 -
3/7th Gurkhas 1, 2, 3 4, 5 6 7, 8 -

105
Scenario 10: Japanese Briefing
You are Captain Sunagawa of 7th Company, 2nd Battalion, 214th Infantry Regiment. The Imperial
Japanese Army is currently hurtling towards Rangoon in southern Burma: swatting aside the British
army’s feeble attempts to halt you!

You currently have the enemy pinned against the Sittang River. The only bridge over the river has
just been blown by the enemy with half their division still on this side of the water! The rest of your
regiment seems content to harass the retreating enemy from a distance: doing as much damage as
possible to an already broken foe, knowing that the river is no real obstacle, and that the trick is to
keep the enemy running.

But not you. You know your duty: to kill as many of the enemy as possible. And the only way to do
that is to get in amongst his retreating troops and slaughter them to a man!

The only problem is that the enemy rearguard is holed up behind a shallow railway embankment
and has been putting up stiff resistance. No matter. You will lead your men across the open ground
in front of the embankment and exterminate them! Banzai!

Map & Terrain

The north-west corner of the map represents one edge of Mokpalin village. It is on fire and
billowing smoke. The brown line with the black squares on it is a railway line on top of an
embankment. The British are in cover behind it.

The area bordering the eastern and southern edges of the map is light jungle. Light jungle provides
excellent cover from spotting and good cover from fire, but movement is penalised at –1” per
initiative dice rolled, and visibility is limited to 18 inches.

The area between the jungle and the embankment consists of paddy fields of various sizes and
shapes. Paddy fields only really provide cover for men in a prone position, and are counted as really
heavy going for movement.

Initial Deployment

Your troops enter the table from anywhere up to half way along the eastern and southern edges
from the south-east corner.

Objectives and Victory Conditions

You win the game by over-running the British position before the Turn Card appears ten times.

Special Rules

Japanese Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortar as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with only one mortar each.

The Rifle Squad with the Company HQ also has no LMG, and thus also fires with two dice rather
than three.

106
7th Company, 2nd Battalion, 215th Infantry Regiment, 33rd Division

Company HQ
Taii Sunagawa* (1d6)
1 x Rifle Squad (10 men)
Sniper

1st Platoon
Shoi Itchi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Socho Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Gunso San (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

Support Platoon
Gunso Chi (1d6)
3 x MMG (5 crew each)
1 x Rifle/Mortar Squad (10 men)

Off-Table Artillery Support


2 x Type 92 70mm Infantry Guns

Air Support
You may call in one air strike from bombers.

The ranks of your Big Men are given in Japanese. A Taii is a Captain; a Shoi is a 2nd Lieutenant; a
Socho is a Sergeant-Major; and a Gunso is a Sergeant.

Troops/Dice 0 1 2 3 4
Regular Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

107
Campaign Map: After the Sittang Bridge

PEGU TOUNGOO N
RIVER
PROME
SITTANG RIVER

PEGU YOMAS
MOUNTAINS

PAUNGDE PYU

SHWEGYIN

MONYWE MINHLA
NYAUNGLEBIN

PYUNTAZA
KUNZEIK
PAUNGDAWTHI

DAIK-U
THARRAWADDY PAYAGYI ABYA
PYINBON WAW
SITTANG

Rangoon to Prome SITPINZEIK


Approx. 200 miles
PEGU
TAIKKYI PAUNGGYI KYAIKHLA

HLEGU KAMASE KYAIKTO

HIMAWBI
ONHNE
TAUKKYAN

MINGALADON
IRRAWADDY RIVER KAYAN

RANGOON

THONGWA

108
Scenario 11: Payagyi
Game Briefing
Even before the Sittang Bridge disaster, changes were being made in the way the British would
fight for Burma. Firstly, military operations were moved back into India’s remit, with Wavell
resuming his appointment as C-in-C India. Secondly, Hutton was told that General Alexander
would be brought in as GOC Burma, with Hutton remaining as his chief-of-staff.

This, of course, meant nothing to the men of the battered 17th Division, who had been withdrawn to
Pegu to recover from the Bilin and Sittang actions. As part of the process, several battalions were
amalgamated and 46th Brigade broken up: henceforth the division would comprise 16th and 48th
Brigades only.

Meanwhile, 7th Armoured Brigade (Brigadier J.H. Anstice, DSO) had begun to disembark at
Rangoon. The brigade was battle-experienced: having fought both in the Dunkirk and Western
Desert campaigns. It comprised 7th Queen’s Own Hussars; 2nd Battalion Royal Tank Regiment;
414th Battery Royal Horse Artillery (from 104th Regiment RHA, the Essex Yeomanry, and often
referred to as such by contemporary sources), two support troops and an anti-tank battery. Both
armoured regiments were equipped with Stuart (Honey) tanks, and the RHA had 25-pounders.

Also now committed to the defence of Rangoon were three British battalions sent from India. They
were the 1st West Yorkshire Regiment; 1st Royal Inniskilling Fusiliers (flown into Magwe later);
and 1st Battalion, Queen’s Own Cameron Highlanders. The Cameronians were almost immediately
attached to 7th Armoured Brigade. Another British Battalion, 1st Gloucestershire Battalion, was
already in the area: forming part of the Rangoon garrison.

Two more British formations were also about to arrive on the scene. Coming down from the north
via Toungoo was 1st Burma Division, comprising three weak brigades (1st-3rd Burma Brigades).
Their original task of holding the Shan States had been passed to VI Chinese Army, and the
division had steadily been moving south since then. The Chinese had also promised to send V
Chinese Army south as well.

Finally, 63rd Indian Brigade would soon be arriving at Rangoon, although their ships had been
turned back once by Hutton, who had decided that he could not hold Rangoon, but whose orders
had been countermanded by Alexander after he had taken command and been ordered by Wavell to
at least try to hold Rangoon, only retreating once it was clear the city was lost. The Brigade
consisted of 1/11th Sikhs; 2/13th Frontier Force Rifles (FFR); and 1/10th Gurkha Rifles, but was
unfortunately only half-trained and unblooded. As an example, none of the 1/11th Sikhs, including
officers, had ever seen a 2” mortar, an anti-tank grenade or a Bren gun before!

Fortunately for the British, the Japanese 15th Army were in no position to immediately exploit
either their own success or their enemy’s need for reinforcements and re-organisation. At the end of
a long supply chain that stretched over rough, jungle tracks right the way back to Thailand, both
33rd and 55th Divisions were in need of both food and ammunition before the campaign could be
continued. Both divisions also needed time to regroup, and crossing the Sittang in force would
require heavier equipment than was currently available. Through prodigious efforts, however, a
road had now been built from Raheng to Moulmein and by the beginning of March the Japanese
were ready to resume their advance.

General Iida was determined to capture Rangoon, despite the wishes of his high command, who had
suggested that he should turn north and deal with the Chinese coming south before returning to deal

109
with the already largely defeated British. Iida, however, wanted to make absolutely certain of an
effective route for re-supply and reinforcement by taking Rangoon, with its port, and his view
prevailed.

The Japanese Resume Their Advance

During the night of 2nd March, a detachment from 55th Division (the Kawashima Detachment)
consisting of 2nd Battalion, 143rd Regiment; 55th Cavalry Regiment and a battery of mountain
artillery crossed the Sittang at Kunzeik and drove forward to occupy Daik-U in order to protect the
flank and rear of the army from any interference from the north via Toungoo. By 4th March, they
had reached their objective and established a roadblock at Pyuntaza. By this time, 2nd Burma
Brigade had reached Nyaunglebin, with 1st Burma Brigade at Kyauktaga, fifteen miles further
north.

33rd Division crossed the Sittang on the evening of 3rd March near Myitkyo (half way between
Sittang and Kunzeik), with 215th Regiment on the right and 214th Regiment on the left, aiming to
drive through to the line of Hmawbi and Hlegu: able both to assault Rangoon from the north and to
guard against any interference from the other main road leading from Prome.

55th Division (less the Kawashima Detachment, but with a light tank company and an anti-tank
company brought up, with some difficulty, from Raheng) crossed the Sittang on 3rd March, with
112th Regiment on the right aiming for Payagyi and 143rd Regiment on the left aiming at Pegu. An
advanced guard of one battalion had already crossed on 1st March and occupied Waw; and another
battalion (from 112th Regiment) had been sent south to capture the refineries at Syriam. Whilst
143rd Regiment were engaged attacking Pegu from the north, 112th Regiment would loop south
and aim to cut the Pegu-Rangoon railway and road, surrounding and isolating any enemy troops in
Pegu.

Following Alexander’s reversal of Hutton’s decision to immediately abandon Rangoon, the British
prepared to defend it. 7th Armoured Brigade was ordered to reoccupy Waw and drive forward to
Payagyi. When they moved forward on 2nd March, however, they found Waw had already been
occupied by troops from the Japanese 55th Division, and two Stuarts were knocked out from fire
from enemy 75mm guns. A company of Cameronians (or from the West York’s: the various sources
differ) attacked in the afternoon, but failed to take the town.

On 3rd March 1942, units from the brigade encountered the Japanese on the main road south of
Pyinbon and at Kyaikhla, and once again a company-sized attack from the Cameronians failed to
dislodge them.

On the 4th, near Kyaikhla, Japanese infantry attacked the tanks of C Squadron, 2nd RTR, (under
Major M.F.S. Rudkin) under cover of a heavy mist. The Stuarts were overrun, with the Japanese
carrying explosives on long poles which they would try and drop into the open turrets of the tanks.
Resorting to their machine guns and the Tommy guns carried by the tank commanders, C Squadron
scattered and made their way back to Regimental HQ individually: the tanks feeling their way
through the mist over very bad terrain. With Japanese patrols also being encountered north and west
of Pegu, it was obvious that some kind of outflanking manoeuvre was in progress.

By 5th March 1942, the Japanese had cut the road between Hlegu and Pegu at Payathonzu
(effectively isolating the British troops at Pegu); and a column, including tanks, had been seen
heading towards the Rangoon-Prome road. Hutton, knowing that a withdrawal from Rangoon was
looking more and more difficult, ordered 16th Brigade withdrawn to Taukkyan and 48th Brigade to
Hlegu in preparation for a more general retreat. Before these orders could be carried out, however,

110
Campaign Map: Scenario 11

1st Burma
Brigade
N

2nd Burma SHWEGYIN


NYAUNGLEBIN
Brigade

PYUNTAZA

PAUNGDAWTHI
PAYAGYI
DAIK-U KUNZEIK
SITPINZEIK Kawash
ima
PYINBON
215 th Reg
im
33 Div
rd .
ent
33rd
. 214 th Reg
Div
rd
33
iment
Div.
PROME
2 x Bttn,
55th
v.

112th Re
Di

g.
d
33 r

TAIKKYI
7th
tn , 143rd Re
g. Div.
Armoured 2 x Bt
.
33 Div
rd
Brigade WAW
PAUNGGYI PEGU KYAIKHLA
48th th Re
g.
12
Brigade ttn , 1
1x B

16th KAMASE
Brigade
HMAWBI

HLEGU ONHNE
TAUKKYAN

63rd
Brigade

RANGOON
THONGWA

SYRIAM

111
Alexander arrived on the scene and again countermanded Hutton. Faced with either abandoning
Rangoon or attempting to close the gap between his troops and 1st Burma Division coming from
the north, Alexander wanted to at least try the latter. He ordered 1st Burma Brigade to advance
south from Nyaunglebin, and 17th Division, supported by 7th Armoured Brigade and 63rd Indian
Brigade, to drive forward to the north and east again.

At first light on 6th March 1942, therefore, the 7th Hussars left Pegu and headed north. B Squadron
of the 7th Hussars (under Major G.C. Davies-Gilbert) arrived in Payagyi to find the area also
occupied by the Japanese. With a heavy mist reducing visibility to ten yards, the Japanese managed
to attack the squadron HQ before withdrawing, but no damage was done.

Once the mist had burnt off, B Squadron occupied the crossroads in the centre of the village whilst
A Squadron (under Major C.T. Llewellen-Palmer) with a company of West York’s cleared Japanese
infiltrators from a nearby wood. Two Japanese tanks (Type 95 Ha Go’s) then appeared in front of
the village, but were easily dispatched. The regimental history of the 7th Hussars comments that the
Japanese tankers didn’t seem very experienced compared to their own crews, and had no idea of
how to use cover or of fire and manoeuvre tactics: preferring to shoot from stationary positions right
out in the open.

Elsewhere, however, the Japanese had managed to bring up four anti-tank guns, and had opened fire
on 7th Hussars HQ, disabling the tank of the CO, Lieutenant-Colonel F.R.C. Fosdick. A troop from
B Squadron was sent to assist, but all three tanks were driven back by concentrated fire from the
guns. An FO from the Essex Yeomanry called in a “stonk” on the enemy position and, under cover
of that, a tank from A Squadron and a company of the West York’s mounted an attack and captured
the guns.

The Japanese then brought up three more tanks, but these were easily knocked out by the Stuarts.
For the moment, Payagyi would remain in British hands.

Introduction

This scenario will cover the somewhat confused action at Payagyi involving elements of 7th
Hussars and the West Yorks. The British will have to respond to a number of threats from the
Japanese, with units appearing on table almost throughout the game. I am also going to change
history a little and make the final Japanese attack on Payagyi a little more substantial than just three
tanks - purists are at liberty to change things back again!

Because of the nature of the action, the game might suit other forms of game rather than the usual
two-opposing-players-and-an-Umpire format. Solo gamers could play the game as the British, with
the Japanese units “programmed” to act as they did historically. Similarly, the players could each
take one of the British forces, with the Umpire playing the Japanese.

Map & Terrain

The large gray area at the top of the map is the village of Payagyi. It has already been burnt to the
ground (by the British a few days ago) so should consist only of ruins of wooden huts with maybe
the odd low stone wall. The gray square to the south west is the remains of the railway station: one
burnt out building and a rough platform. All roads are built up on low embankments, but may still
have flooded or washed away areas.

The darker green area in the north west corner is a wood, with a track running through the middle of
it. Off the track, the wood subtracts 1” from the total score of any dice rolled by infantry for

112
movement, and 2” per dice rolled by vehicles for movement. The wood provides good cover from
spotting and fire.

The rest of the map is rough, open terrain interspersed with paddy fields, banks of earth, little
streams etc. Paddy fields subtract 1” from each dice rolled for movement. Prone infantry should be
counted as in good cover. Tanks that spend an entire turn doing so should be able to get into a hull
down position. Note that the British briefing contains this information, but the Japanese briefing
doesn’t. Historically, the Japanese tanks did not use cover, but the British tanks did. See also the
Special Rules section for vehicles moving across this terrain.

Note that there should be a clear line of fire through the terrain from where the Japanese anti-tank
guns will enter the table and the tanks of the 7th Hussars Regimental HQ. Umpire’s may therefore
need to put a small rise in the south-west corner of the battlefield that the anti-tank guns can use to
“see over” the intervening terrain.

British Deployment

The British 7th Hussars Regimental HQ is positioned just south of the railway station to the south
of Payagyi. Note that there should be a clear line of fire from the south-west corner of the map to
their position. Umpire’s may therefore choose to deploy these tanks themselves, knowing how they
have set up the terrain, saying to the British player that the position they are in is the only one in
which the wireless sets work.

As for the rest of the 7th Hussars on table at the beginning of the game, B Squadron HQ is
positioned around the cross-roads to the south of the burnt-out area; with 1st Troop in front of them
along the sides of road to the north; and 2nd Troop covering where the railway line crosses the main
east-west road.

All the British tanks, above, are under Blinds that are immediately placed on the table at the
beginning of the game. The Japanese are aware of their approximate location even if not their exact
composition.

The tank from A Squadron and the men from A Company, 1st West York’s will appear anywhere
along the northern edge of the wood in the north-west corner of the map. They have three Blinds
available, and may enter one Blind each time the British Blinds card appears, starting on the sixth
appearance of the Turn Card. Technically these troops should appear only if the British player
remembers to call for reinforcements, so around the time that the Japanese anti-tank guns appear,
Umpire’s might like to remind the British player that reinforcements are available!

Do not give the British Player B briefing to the appropriate player until his troops are about to
appear on the table.

Japanese Deployment

The game begins with the Japanese Phase One troops entering the table from the northern edge
anywhere between the edge of the wood and the main north-south road.

Their Phase Two troops will appear in the south-west corner of the table on the fourth appearance
of the Turn Card.

Their Phase Three troops will enter the table from the northern edge anywhere between the edge of
the wood and the main north-south road on the tenth appearance of the Turn Card.

113
All your troops will enter the table under Blinds. Phase One have two Blinds available (one real,
one false). Phase Two also have two Blinds available (both real). Phase Three have six Blinds
available (four real, two false).

Special Rules

Reminder: do not give the British Player B briefing to the appropriate player until his troops are
about to appear on the table.

When the FOO’s card appears for the first time, he is allowed to call in a ranging shot: put the
British Off-Table Artillery card into the pack, with the ranging shot dropping when that card
appears. A further appearance of the FOO card allows either (a) another ranging shot; or (b) the fall
of the first ranging shot to be corrected by up to 6”, provided the point of impact can be “seen” by
the FOO; or (c) a complete fire mission to be called in. Whichever is chosen would occur next time
the British Off-Table Artillery card appears.

If the Bogged Down card appears, check to see whether any vehicles are moving across open
terrain. If any are, roll a d6. On a ‘6’ one vehicle (roll randomly to see which one) has become
bogged down and cannot move until it rolls another ‘6’ on a d6 to free itself (one roll per initiative
dice used to free itself).

Objectives and Victory Conditions

The British win the battle if, at the end of the game, they still hold the crossroads in Payagyi village.
The Japanese win the game if they manage to take the crossroads.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Phase 1 A Briefing Units
Turn Card Blinds Big Man x 4 Turn
Entering
Card
Bogged Down Tank 1 - 2 RHQ Table
Add for Phase 2 B Squadron HQ 1
Big Man x 1 B Squadron 1st Troop 2
1st Engineer Platoon B Squadron 2nd Troop
3
Anti- Tank x 4 Armoured Bonus Move
Sniper Add for B Briefing Japanese
4
Phase 2
Scout Big Man x 4
Add for Phase 3 A Squadron Tank 5

Banzai-a i-ai! Platoon 7 British West


6
Heroic Commander Platoon 8 Yorks

Big Man x 4 Platoon 9 7


Engineer Co. HQ FOO 8
2nd Engineer Platoon Off-Table Artillery 9
Tank 3 - 7 Rally Japanese
Rally Dynamic Commander 10
Phase 3
Armoured Bonus Move Armoured Bonus Fire

114
Scenario 11: Map

115
Scenario 11: British Briefing A
It is March 1942. You are Lt-Col. Fosdick of the 7th Hussars. You and your Honeys have been
shipped in to southern Burma in a desperate attempt to stop Mr Tojo’s finest from taking the vital
port of Rangoon. It’s hot, humid, and just about the worst tank country you’ve ever seen (you never
thought you’d hanker for the desert!), but the 7th never shirked from anything and you’re looking
forward to adding some Jap memorabilia to your collection of Eyetie stuff!

The Regiment has been ordered to advance towards Waw and Payagyi. Funny that, as you could
have sworn you were ordered to withdraw from the two villages only a couple of days ago. You
sincerely hope that the wooden-tops running the show know what they are doing, but strongly
suspect that, as usual, they don’t!

Anyhow, and moving swiftly on, you have positioned your HQ just behind the burnt out village of
Payagyi, with B Squadron up in front of you guarding the right flank. A Squadron are up ahead
clearing a wood with the aid of some West York’s footsloggers, and there’s no sign of the enemy
yet...but you suspect that even though it’s damn hot, there’ll soon be somewhat of a Nip in the air!

Nip in the air? A joke! What? What?

That’s the trouble with Major Younger: no sense of humour! Eh? What?

Introduction

The strategic aim of your advance is to move forward along the main north-south road from Pegu to
Nyaunglebin, and there link up with 1st Burma Brigade. Unfortunately, the Japs have already got
across the road, and you reckon that they are moving around your left flank.

The early morning mists reduced visibility to ten yards, and you had a spot of trouble from enemy
infiltration from the wood to the north-west. This is being dealt with and whilst waiting for further
orders from Rangoon, you have now decided to hold the area around the village of Payagyi against
any enemy probes south towards Pegu.

Map & Terrain

The large gray area at the top of the map is the village of Payagyi. It has already been burnt to the
ground (by yourselves a few days ago) so consists only of ruins of wooden huts with maybe the odd
low stone wall. The gray square to the south west is the remains of the railway station: one burnt out
building and a rough platform. All roads are built up on low embankments, but may still have
flooded or washed away areas.

The darker green area in the north west corner is a wood, with a track running through the middle of
it. Off the track, the wood subtracts –1” from the total score of any dice rolled by infantry for
movement, and –2” per dice rolled by vehicles for movement. The wood provides good cover from
spotting and fire.

The rest of the map is rough, open terrain interspersed with paddy fields, banks of earth, little
streams etc. Prone infantry should be counted as in good cover. Tanks that spend an entire turn
doing so should be able to get into a hull down position. Watch out your tanks don’t get bogged
down in the paddy fields: this terrain is awful for tanks!

116
Initial Deployment

The Regimental HQ is positioned just south of the railway station to the south of Payagyi. It is
having some difficulty in maintaining radio contact with its various squadrons, so the Umpire may
need to tell you exactly where the tanks are in order to ensure that contact is maintained: you may
need to call for reinforcements, or call down artillery during the course of the game.

B Squadron HQ is positioned around the cross-roads to the south of the burnt-out area; with 1st
Troop in front of them along the sides of road to the north; and 2nd Troop covering where the
railway line crosses the main east-west road. All your tanks begin the game under Blinds placed on
the table.

Special Rules

If the situation warrants, you may call for reinforcements...provided your wireless sets are working

Objectives and Victory Conditions

Hold your position. You will win the battle if the crossroads currently occupied by B Squadron HQ
is still in your possession at the end of the game.

Elements of 7th Hussars

7th Hussars, Regimental HQ


Lt-Col. F.R.C. Fosdick* (1d4)
3 x Stuart (Honey)

HQ Troop, B Squadron, 7th Hussars


Major G.C. Davies-Gilbert* (1d4)
3 x Stuart (Honey)

1st Troop, B Squadron, 7th Hussars


Lieutenant Palmer* (1d4)
3 x Stuart (Honey)

2nd Troop, B Squadron, 7th Hussars


Lieutenant Pattison* (1d6)
3 x Stuart (Honey)

Vehicle Armour Weapon Speed


M3 Stuart (Honey) 5 5 Fast

117
Scenario 11: British Briefing B
It is March 1942. You are Captain John Smith from A Company, 1st West Yorkshire Regiment.
Until last week you were on police duties in India, but have just been shipped into Burma to help
defend Rangoon against the Japanese invasion. This is a good thing, as the men are dying for a
scrap!

You have been assigned to work with 7th Armoured Brigade and, more specifically, 7th Hussars as
they attempt to drive forward from Payagyi towards Nyaunglebin. This morning has been spent
with A Squadron, 7th Hussars, in a wood near Payagyi, clearing out small parties of Japanese
infiltrators that have been sniping at the Hussars and generally making a nuisance of themselves.

A short time ago you received a request for help from Lt-Col Fosdick, the CO of 7th Hussars.
Apparently some enemy anti-tank guns have got around his flank and are causing his tanks severe
problems. The Colonel’s tank itself has been kyboshed, and another troop driven back by sustained
and concentrated enemy fire.

You know where the guns are (see Objectives and Victory Conditions) and must now head back to
Payagyi and neutralise the threat to the tankers’ flank.

Oh, attached you have an FOO from the Essex Yeomanry and a Stuart from A Squadron.

Objectives and Victory Conditions

Neutralise the threat to 7th Hussars’ flank by attacking and destroying the Japanese anti-tank guns
in the south-west corner of the map.

Then move into a position to cover the open flank from further attacks from the west.

The British win the game if the 7th Hussars (i.e. the other British force: the one you are reinforcing)
meet their victory conditions.

Map & Terrain

The large gray area at the top of the map is the village of Payagyi. It has already been burnt to the
ground (by 7th Hussars a few days ago) so consists only of ruins of wooden huts with maybe the
odd low stone wall. The gray square to the south west is the remains of the railway station: one
burnt out building and a rough platform. All roads are built up on low embankments, but may still
have flooded or washed away areas.

The darker green area in the north west corner is a wood, with a track running through the middle of
it. Off the track, the wood subtracts –1” from the total score of any dice rolled by infantry for
movement, and –2” per dice rolled by vehicles for movement. The wood provides good cover from
spotting and fire.

The rest of the map is rough, open terrain interspersed with paddy fields, banks of earth, little
streams etc. Prone infantry should be counted as in good cover. Tanks that spend an entire turn
doing so should be able to get into a hull down position.

118
Initial Deployment

You will enter the table anywhere along the northern edge of the wood in the north-west corner of
the map. You have three Blinds available, and may enter one Blind each time the British Blinds
card appears starting from the sixth appearance of the Turn Card.

Special Rules

The FOO attached from the Essex Yeomanry may call in fire from the battery. He can order a
ranging shot, move the point of aim by 1d6, or call in a full fire mission.

A Company, 1st West Yorkshire Battalion and Attachments

Company HQ
Captain John Smith (1d6)
FOO (attached from the Essex Yeomanry)

No 7 Platoon
2nd Lieutenant Tom Brown (1d4)
3 x Rifle Section (8 men each)

No 8 Platoon
2nd Lieutenant John Bull (1d4)
3 x Rifle Section (8 men each)

No 9 Platoon
2nd Lieutenant Alan “Chalky” White (1d4)
3 x Rifle Section (8 men each)

Attached Armour from A Squadron, 7th Hussars


1 x Stuart (Honey)

Off-Table Artillery (from the Essex Yeomanry RHA, under Major Tom Pereira)
4 x 25-pounder Guns

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
MMG 3 3 2 2 1
Infantry Section 2 - - - -

Troops/Dice 0 1 2 3 4
1st West Yorks 1, 2, 3 4 5, 6 7, 8 -

Vehicle Armour Weapon Speed


M3 Stuart (Honey) 5 5 Fast

119
Scenario 11: Japanese Briefing
You are Major Ni of the 55th Engineer Regiment, attached to 143rd Infantry Regiment, currently
taking part in the drive to Rangoon during the invasion of southern Burma in March 1942. Under
your command, as the Ni Detachment, you have your own engineers, a platoon of anti-tank guns,
and three platoons of light tanks. You have been ordered to probe towards Pegu: taking and
occupying the village of Payagyi.

This morning, under cover of a heavy mist, you advanced forward to discover that the village was
already full of British tanks. As the mist cleared, however, you could see that the enemy armour
was isolated, with no infantry support in sight. You have therefore devised a cunning plan to eject
the gaijin from Payagyi.

In phase one, two of your tanks will probe the enemy’s frontal defences. Whilst the British are
distracted, phase two will begin: your anti-tank guns will move into a position on their flank,
opening fire and causing severe side-armour casualties. Once the British have turned to meet this
threat, your main force will carry out phase three: a frontal assault at the new enemy flank: driving
all before them! Your men are all in position. With a silent prayer to your ancestors, you give the
command to begin the operation. You will fly Nippon’s flag in Payagyi before the day’s end, or the
sun will set on your body!

Objectives and Victory Conditions

Take the village from the British! You win the battle if, at the end of the game, you have taken the
crossroads towards the south of the burnt-out area.

Map & Terrain

The large gray area at the top of the map is the village of Payagyi. It has already been burnt to the
ground (by the British a few days ago) so consists only of ruins of wooden huts with maybe the odd
low stone wall. All roads are built up on low embankments, but may still have flooded or washed
away areas.

The darker green area in the north west corner is a wood, with a track running through the middle of
it. The rest of the map is rough, open terrain interspersed with paddy fields, banks of earth, little
streams etc. Prone infantry should be counted as in good cover.

Deployment

The game will begin as your Phase One troops enter the table from the northern edge anywhere
between the edge of the wood and the main north-south road.

Your Phase Two troops will appear in the south-west corner of the table on the fourth appearance of
the Turn Card.

Your Phase Three troops will enter the table from the northern edge anywhere between the edge of
the wood and the main north-south road on the tenth appearance of the Turn Card.

All your troops will enter the table under Blinds. Phase One have two Blinds available (one real,
one false). Phase Two also have two Blinds available (both real). Phase Three have six Blinds
available (four real, two false).

120
Elements of 55th Division Headquarters formation

Phase 1

1st Sencha Platoon


2 x Type 95 Ha Go Tank

Phase 2

Anti-Tank Gun Platoon


Taii Itchi (1d6)
4 x 37mm Anti-Tank Gun (5 crew each)

1st Engineers Platoon


2 x Rifle Engineer Section (10 men each)
1 x Sniper

Phase 3

Engineer Company HQ
Shosa Ni (1d6)
2 x Rifle/Engineer Sections (10 men each)

2nd Engineer Platoon


Taii San (1d6)
4 x Rifle Engineer Section (10 men each)

2nd Sencha Platoon


Chui Chi (1d4)
3 x Type 95 Ha Go Tank

3rd Sencha Platoon


Chui Go (1d4)
2 x Type 95 Ha Go Tank

The ranks of your Big Men are given in Japanese. A Shosa is a Major; Taii is a Captain; and a Chui
is a Lieutenant.

0- 4- 8- 12- 16- Vehicle/ATG Armour Weapon Speed


Infantry AT
4” 8” 12” 16” 24”
Type 95 “Ha Go” 2 4 Average
MMG 2 2 2 1 1
Type 37 ATG n/a 5 n/a
Engineer Section 3 - - - -

Troops/Dice 0 1 2 3 4
Engineers 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

121
Scenario 12: Pegu
Game Briefing
The 7th Hussars had left Pegu for Payagyi at first light on 6th March 1942 (see Scenario 11). That
left 48th Brigade (now 1/4th and 5/3rd Gurkha Rifles; a composite battalion of 1/3rd and 2/5th
Gurkha Rifles; and another composite battalion of 1/7th and 3/7th Gurkhas) covering the town from
the east; 1st West Yorkshire (less two companies that were operating with the 7th Hussars) covering
the area to the north-west; 1st Cameronians covering the road and railway bridges over the river that
ran through the town, with two companies at Shanywagyi to the north-east; and 414th Battery RHA
(with the rear echelon elements of 7th Hussars) east of the river at the northern exits of Pegu.

At dawn on 6th, covered by heavy mists, the Japanese 143rd Regiment attacked Pegu down the
railway line and, despite strong resistance from the West York’s, had, by mid-morning, penetrated
as far south as the railway station, and into hills north-west of the town. Repeated attacks on the
bridges, however, failed to dislodge the Cameronians and a counter attack by three companies
against the railway station at noon worked brilliantly: with the enemy thrown out of the town with
heavy casualties.

Meanwhile, another small action had taken place south of the town. Late on the 5th, the British had
managed to re-open the road from Hlegu to Pegu and, in preparation for heading north and east
through Pegu, the Brigadier and battalion commanders of 63rd Brigade had moved there to plan
their advance. As the main body of 63rd Brigade moved forward towards Pegu, their officers
moved back towards them, but were ambushed by the Japanese who were in the process of re-
establishing their roadblock near
Payathonzu. All four officers were
SITPINZEIK
PAYAGYI
killed and wounded: not a good thing
for a raw brigade about to go into action
for the first time.

Late on the 6th, Alexander changed his


RAILWAY
mind about holding Rangoon, and began
STATION preparations for a general retreat. 7th
Hussars were ordered back to Pegu, and
all troops in the town were then ordered
SHANYWAGYI
to retreat to Hlegu. At about 8pm, the
HILLS Hussars headed south, but encountered
the same roadblock (three miles south
west of the town) that had cost 63rd
Brigade its senior officers. Unable to do
PEGU
more than probe the block at night, the
KYAIKPUN
Hussars laagered, and waited for the
infantry of 48th Brigade to join them
next morning.
PAYATHONZU
THANATPIN
48th Brigade left Pegu early on the 7th:
forming a box with 1/7th Gurkhas in
PEGU-SITTANG CANAL front; 1/4th Gurkhas on the right; 5/3rd
Gurkhas on the left; and the brigade’s
HLEGU
13 MILES RANGOON
transport between them. The West
TAWA
35 MILES N York’s and Cameronians formed a
rearguard, blowing the bridges over the

122
river in the centre of Pegu at about 6.30am. This proved to be the signal for a general Japanese
attack, which was driven off by the British rearguard, but not before some damage from long-range
machinegun and mortar fire had been done to the column on the road: now jammed up against the
rear of the 7th Hussars and the roadblock.

At about 8.30am, A Squadron from the 7th Hussars (under Major C.T. Llewellen-Palmer, with an
FO from the Essex Yeomanry) advanced forward to clear the roadblock, which consisted of two
lorries blocking the road then another obstacle some 300 yards further on. Their advance was
initially hampered by civilian refugees, but these scattered into the jungle when the Japanese
opened fire on the advancing tanks.

After shoving the two lorries aside, A Squadron hosed the thick woods on either side of the road
with their Brownings, and forced the second part of the block for the loss of only one Stuart
(knocked out by some kind of Molotov cocktail). The regiment then headed south for Hlegu.
Unfortunately, however, they failed to leave piquets behind them, and when the front of 48th
Brigade’s column advanced forward a little later, they found the Japanese had again re-established
the roadblock!

1st/7th Gurkhas attempted to clear the block, but initially retreated when their commanding officer
was killed. They then attacked again, this time with 1st Cameronians alongside them: and this time
managed to force passage. The brigade’s transport was then able to retreat to Hlegu, although more
Japanese infiltrators had to be driven off again later. Once the transport was through the block, the
rearguard was able to retreat as well: moving down the railway line to Tawa before heading west
along a track back to the main road past the area that had proved so difficult to traverse. To their
detriment, the British had again found themselves tied by their lorries to a single, easily-blocked
route of escape.

Introduction

The main fight for Pegu between the Japanese 143rd Regiment and the British 1st West York’s and
1st Cameronians is an action crying out to be fought as a “Games Day” battle i.e. with two
battalions and multiple players on each side fought across several tables. A game that size, however,
is unfortunately out of the scope of a scenario booklet like this, so below you will find a cut-down
version of the first part of the battle: the Japanese advance.

Players wishing to game the second part of the battle, the British counter-attack, should wait until
the Japanese attack has petered out, then reinforce the British with another full platoon of
Cameronians and tell the British player that a counter-attack is expected. NB Players wishing to
game the full sized battle should use the same terrain layout and start positions, but use a company
where I have used a platoon.

123
Map & Terrain

The map shows a representation of the town of


Pegu based on contemporary drawings. The
railway line runs approximately north-south, with
a branch line heading off to the east to
Shanywagyi. The line is built up on a slight
embankment (see accompanying photographs) and
crosses the river by a simple girder bridge. The
railway station is the red square to the south.

Buildings should be mostly wooden shacks with


rusted corrugated iron or palm roofs, with the odd
office or shop in colonial stonework. The open terrain shown is dotted with paddy fields, shrubs and
trees: providing fair cover for troops that have gone to ground. The river can only be crossed at the
bridges.

My thanks to Bernd Seiler of www.FarRail.com for the pictures of Pegu.

Initial Deployment

The West York’s have just retreated from the north-west corner of the table, and should be placed
facing south, moving on foot, at the edge of the buildings north of the railway station. They are not
under Blinds, and are immediately placed on the table at the start of the game. Don’t make them too
vulnerable to Japanese fire from Blinds entering the table before they have had time to move into
cover: the idea is that the arriving Japanese just see them disappearing amongst the buildings near
the railway station.

Each of the Cameronian platoons with attached Vickers guards one of the bridges. They are dug-in
and under Blinds i.e. not placed on the table until spotted. The other platoon is in reserve around the
T-junction approximately half-way between the two bridges.

The Japanese enter the table under Blinds from the north-west corner of the table. Their main
infantry force enters at a rate of up to three Blinds/False Blinds each time the Blinds card appears.
The Engineers appear in the same place on the seventh appearance of the Turn Card.

Objectives and Victory Conditions

Both sides have a simple objective: the British to hold their position, the Japanese to take it.

The Japanese lose the game if they fail to take the railway station. If the railway station is in their
hands, then they have achieved a draw if they take neither bridge; a victory if they take one bridge
over the River Pegu; and a huge victory if they take both.

The British win a victory if they hold the railway station and both bridges at the end of the game.
They achieve a draw if they hold only the bridges. If they lose a bridge, then they lose the game,
whether they hold the railway station or not.

Special Rules

Japanese Rifle/Mortar Squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire
with two dice rather than three, but may also fire their light mortars as well. The Type 89 Mortar is

124
a direct line of sight weapon only. Note that these are full mortar squads with three light mortars
each. The Rifle Squad with the Japanese Company HQ also has no LMG, and thus also fires with
two dice rather than three.

When the FOO’s card appears for the first time, he is allowed to call in a ranging shot: put the
British Off-Table Artillery card into the pack, with the ranging shot dropping when that card
appears. A further appearance of the FOO card allows either (a) another ranging shot; or (b) the fall
of the first ranging shot to be corrected by up to 6”, provided the point of impact can be “seen” by
the FOO; or (c) a complete fire mission to be called in. Whichever is chosen would occur next time
the British Off-Table Artillery card appears.

The British MMGs and Bren Gun Carriers will operate under the platoon card of the platoon they
are attached to, unless detached: at which point they will get their own card. The Skirl of the Pipes
card applies only to the Cameronians.

Note

The names of the Cameronian Big Men are not contemporary, but are Victoria Cross holders from
the regiment’s history.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Big Man x 4
Turn Card Big Man x 5 1st West Yorks Platoon
Company HQ #7 Platoon, Cameronians
1st Platoon #8 Platoon, Cameronians
2nd Platoon #9 Platoon, Cameronians
3rd Platoon FOO
MMG Platoon Off-Table Artillery
Scout Rally
Banzai-a i-ai! Dynamic Commander
Heroic Commander Skirl of the Pipes
Rally Perhaps Needed
Engineers #7 MMG’s
Big Man x 2 #8 MMG’s
1st Engineer Platoon #9 Bren Gun Carriers
2nd Engineer Platoon

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Scenario 12: Map

126
Scenario 12: British Briefing
You are Captain James Dalgleish Pollock of the Queen’s Own Cameron Highlanders. Up to a week
ago, the Cameronians were based in India, carrying out the usual frontier and policing duties. Now
you have been thrust right into the heart of the war: transferred to southern Burma to try and stem
the flow of the Japanese advance against Rangoon.

It is 6th March 1942, and you are currently in Pegu, some 35 miles north-east of Rangoon.
Operating in association with the 7th Armoured Brigade and 48th (Indian) Brigade, your orders
were to advance northwards and make contact with 1st Burma Division as it headed south.
Unfortunately, events have moved on since your orders were issued, and it now looks as if you will
have to defend Pegu against an enemy attack.

The Japanese are heading for the town from the north-west: the area covered by 1st West York’s
battalion. The York’s have apparently been pushed back by overwhelming numbers of the enemy
(you hear that they were outnumbered approximately three to one) and are currently retreating
towards Pegu with the Japs hot on their heels.

You have dug in on the line of the river that bisects the town, and are confident that you can hold
them there. You have a platoon covering each bridge, and have currently taken charge of the third,
reserve, platoon about half way between the two. There are probably some Yorkies about as well.

Map & Terrain

Pegu is mostly wooden shacks with rusted corrugated iron or palm roofs, with the odd office or
shop in colonial stonework. The open terrain shown is dotted with paddy fields, shrubs and trees:
providing fair cover for troops that have gone to ground. The river can only be crossed at the
bridges.

The railway line runs approximately north-south, with a branch line heading off to the east to
Shanywagyi. The line is built up on a slight embankment and crosses the river by a simple girder
bridge. The red square to the south is the railway station.

Initial Deployment

The West York’s have just retreated from the north-west corner of the map, and will be
immediately placed on the table at the start of the game. They are facing south at the edge of the
buildings north of the railway station, moving on foot. They are not under Blinds.

Each of your Cameronian platoons with attached Vickers (#7 and #8) guards one of the bridges.
They are dug-in and under Blinds. The other platoon (#9) is in reserve around the T-junction
approximately half-way between the two bridges.

Objectives and Victory Conditions

Your objective is simple: hold Pegu against Japanese attacks.

You win a victory if you hold the railway station and both bridges at the end of the game. You
achieve a draw if you hold only the bridges. If you lose a bridge, then you lose the game, whether
you hold the railway station or not.

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Special Rules

The FOO attached from the Essex Yeomanry may call in fire from the battery. He can order a
ranging shot, move the point of aim by 1d6, or call in a full fire mission.

The British MMGs and Bren Gun Carriers will operate under the platoon card of the platoon they
are attached to, unless detached: at which point they will get their own card.

Your Troops

11 Platoon, B Company, the 1st West Yorkshire Regiment

Sergeant Victor Turner* (1d6)


3 x Rifle Section (8 men each)

7 Platoon, A Company, the Queen’s Own Cameron Highlanders

Lieutenant Angus Falconer Douglas-Hamilton (1d6)


4 x Rifle Section (8 men each)

Attached
2 x Vickers MMG (3 crew)

8 Platoon, A Company, the Queen’s Own Cameron Highlanders

Lieutenant Donald Dickson Farmer (1d6)


4 x Rifle Section (8 men each)

Attached
2 x Vickers MMG (3 crew)

9 Platoon, A Company, the Queen’s Own Cameron Highlanders

Captain James Dalgleish Pollock (1d6)


FOO (attached from the Essex Yeomanry)
4 x Rifle Section (8 men each)

Attached
2 x Bren Gun Carriers (LMG)

Off Table Artillery (Essex Yeomanry)

4 x 25-pounder Guns

Troops/Dice 0 1 2 3 4
1st West Yorks 1, 2, 3 4 5, 6 7, 8 -
Cameronians 1, 2, 3 4 5, 6 7, 8 -

Vehicle AC Weapon Speed The Cameronians count as Stubborn Troops ,


and get a 25% bonus to dice defending in
Bren Gun Carrier 2 LMG Fast Tracks Close Combat

128
Scenario 12: Japanese Briefing
You are Captain Itchi of the 143rd Regiment, the Imperial Japanese Army. It is early March 1942
and you are currently operating as part of 55th Division in the advance to take the port of Rangoon
in southern Burma. So far the campaign has gone well: the British have been smashed aside every
time battle has been joined!

The British are currently holding the town of Pegu, some 35 miles north-east of Rangoon. Other
units from your division have already got behind the town and blocked the British escape route.
Your regiment has managed to get round onto the enemy flank, and will attack forthwith!

The only problem is that Pegu is bisected by a river. Your orders are therefore to assault and take
the town with all means at your disposal: making sure that you (a) drive south far enough to pin the
whole of the British left flank, and (b) that you capture the two vital bridges over the river in the
town’s centre.

You have quickly overcome the troops defending the approaches to the north-west of the town, and
they are retreating before you. Now you will assault the town itself. Banzai!

Objectives and Victory Conditions

Your objective is simple: take Pegu.

You lose the game if you fail to take the railway station (the red square to the south). If the railway
station is in your hands at the end of the game, then you achieve a draw if you take neither bridge; a
victory if you take one bridge over the River Pegu; and a huge victory if you take both.

Initial Deployment

You enter the table under Blinds from the north-west corner of the table. You have one Blind per
platoon, plus a further dAv False Blinds.

Map & Terrain

Pegu is mostly wooden shacks with rusted corrugated iron or palm roofs, with the odd office or
shop in colonial stonework. The open terrain shown is dotted with paddy fields, shrubs and trees:
providing fair cover for troops that have gone to ground. The river can only be crossed at the
bridges.

The railway line runs approximately north-south, with a branch line heading off to the east to
Shanywagyi. The line is built up on a slight embankment and crosses the river by a simple girder
bridge. The red square to the south is the railway station.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each. The Rifle Squad
with the Company HQ also has no LMG, and thus also fires with two dice rather than three.

Your Engineers will arrive after the 7th appearance of the Turn Card.

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Elements of 143rd Infantry Regiment

Company HQ
Chui Itchi (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Shoi Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Chui San (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Shoi Chi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

MMG Platoon
Gunso Go (1d6)
4 x MMG (5 crew each)

Attached Engineers (arriving after the 7th appearance of the Turn Card)

1st Platoon
Shoi Roku (1d6)
4 x Rifle/Engineer Squad (8 men each)

2nd Platoon
Shoi Shichi (1d6)
4 x Rifle/Engineer Squad (8 men each)

The ranks of your Big Men are given in Japanese. A Chui is a 1st Lieutenant; a Shoi is a 2nd
Lieutenant; and a Gunso is a Sergeant.

Troops/Dice 0 1 2 3 4 0- 4- 8- 12- 16-


Infantry AT
4” 8” 12” 16” 24”
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
MMG 2 2 2 1 1
Engineers 1, 2 (1) 3, 4 5, 6 7+ -
Infantry Section 3 - - - -
All your infantry are fanatical: they get +25%
dice in melee, never surrender, and need not take Engineer Section 3 - - - -
prisoners. They also get a minimum of one firing
dice even if reduced to zero initiative dice.

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Scenario 13: Taukkyan
Game Briefing
With the decision made to evacuate Rangoon, the British needed to move north as fast as possible.
Alexander’s plan was that the Rangoon garrison would move by way of the Prome road to
Tharrawaddy, covered by an advanced guard consisting of a squadron of the 7th Hussars; a battery
of 1st Indian Field Regiment; and the remaining two companies of 2 KOYLI, re-divided from the
Duke’s. 17th Division, with the rest of 7th Armoured Brigade, would hold Hlegu until the garrison
column was past Taukkyan, and then retreat after them as a rearguard.

Meanwhile, General Iida, commanding the Japanese, had decided that his campaign was going so
well that he would try and capture Rangoon not with a careful investiture but with a sudden advance
that would hopefully take the British by surprise again. Whilst 55th Division advanced towards
Rangoon from Pegu, therefore, the 33rd Division (under General Sakurai Shozo) would cross the
Prome road and loop round Rangoon to the north, eventually unexpectedly attacking it from the
north-west.

The British advanced guard moved off at dawn on 7th March 1942 and, leaving a small detachment
near Wanetchaung as a flank guard, reached Tharrawaddy without incident. After them came the
main Rangoon garrison. They, unfortunately, ran into a roadblock a few miles north of Taukkyan
and halted prior to trying to clear it. What the garrison column did not know, however, was that this
block was actually the forward elements of the left flank guard of Japanese 33rd Division as it
crossed the Prome road on its way to loop round
TOUNGOO Rangoon and attack the port from the north-west.
PROME SITTANG RIVER

An attack by 1st Gloucesters supported by tanks


failed to shift the roadblock, as did a second attack
by 2/13th Frontier Force Rifles, also supported by
PAUNGDE PYU
tanks, and with the approach of nightfall, the
Rangoon garrison column halted and dug-in. The
advanced guard had returned from Tharrawaddy to
help, but as wireless contact could not be established,
was forced to break off its attack and head north
MONYWE MINHLA
again when overshoots from the Glosters’ attack
started to land amongst them (although the account
of 2 KOYLI doesn’t mention overshoots: just that
they came under heavy mortar fire). With the
THARRAWADDY
rearguard now starting to arrive behind the garrison
PAYAGYI
column, Taukkyan soon started to fill up: one unit’s
Rangoon to Prome SITPINZEIK
Approx. 200 miles war diary says “Piccadilly Circus on Coronation
PEGU
TAIKKYI
night would have appeared deserted”!
TAUKKYAN
The situation for the British was now terribly
HMAWBI HLEGU
desperate. Almost their entire army in Burma was
now bottled up on a single narrow road. With the
MINGALADON
IRRAWADDY RIVER congestion of the transport column making them
RANGOON vulnerable to any sort of Japanese attack, they could
THONGWA be surrounded and destroyed in a way that would
make the Sittang disaster look like a minor
inconvenience. Alexander therefore ordered 63rd
Brigade with all available artillery and armoured

131
support to break through the roadblock the next morning at any cost: 2/13th FFR would attack
down the road again, whilst 1/11th Sikhs and 1/10th Gurkhas attacked from the right and left
respectively. If the attack failed, Alexander was contemplating ordering the entire army to split into
small packets of men and make their way through the jungle to the north as best they could.

Just getting into attack positions proved difficult, and all through the night there were reports of
large bodies of enemy troops moving across the road, but these were treated with some scepticism.
A Japanese counter-attack on 2/13th FFR made it through to Battalion HQ, and the commander and
adjutant were killed. To the north, the advanced guard detachment at Wanetchaung could also see
large numbers of enemy troops moving west (“there were many bullock carts in the column, and
elephants as well, and all the time the stream of men went by”) but had no way of telling anybody
else. Unbeknownst to the British, General Sakurai, on the advice of Colonel Sakuma of 214th
Regiment, was trying to get his men across the Prome road as quickly as possible: he was unaware
that the force attacking his left flank roadblock was the entire British army, and was concerned that
if the action went on for too long, his plan to attack Rangoon from the north-west would be realised
and the element of surprise lost. The third battalion of 214th Regiment (under the wounded Major
Takanobu), holding the block, was ordered to disengage and follow the rest of 33rd Division to the
north-west. This they did: at one stage moving through the jungle only some 200 yards from where
the hungry and exhausted Gurkhas were preparing to attack them the next morning.

At first light on the 8th, the leading elements of 2RTR moved forward to attack the roadblock again.
Much to their surprise, they found it unoccupied. The attack was cancelled, and the column,
followed by the rearguard, began to move forward. By 11pm, the last of the troops had cleared
Hmawbi, and throughout the 9th and 10th, covered by 7th Armoured Brigade, they were lorried
through to Tharrawaddy.

Although Rangoon was lost, the Japanese had missed an opportunity to destroy just about the whole
British army in Burma. At midday on the 8th, when 215th Regiment entered Rangoon, they found
the city deserted. General Sakurai immediately ordered the 215th to pursue the British, but having
already moved some thirty miles through jungle in seventeen hours, they could only make
Taukkyan before halting to rest: the British had escaped, and would dispute control of Burma for
another two and a half months.

Introduction

This scenario will cover the British attempts to force the roadblock just north of Taukkyan. The
British will approach the roadblock three times, and will win the game only if they force a passage.
The Japanese will receive a randomly generated reinforcement between each British attack.

The first British approach is with the carriers scouting ahead of the main column. These should be
easily turned back by the Japanese, and may even all be destroyed (historically, two of the three
were taken out, and Captain Christison killed). The second British approach is an attack by
elements from 7th Armoured Brigade, supported by infantry from the West York’s and Glosters.
Note that because of the hasty nature of the attack, only a single pre-game stonk is allowed. The
third and final British approach is an attack by the infantry from 2/13th FFR supported by any
survivors of the first two actions.

Between each action (A, B and C) you should clear any British survivors from the table and allow
the Japanese to re-position his forces as he wishes. The Japanese player will receive randomly
generated reinforcements in between actions B and C (see Special Rules, below). These may be
placed where he wishes prior to the start of action C.

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Map & Terrain

The main feature of the map is the main road running north-south. It is the trunk road, so can be
considered wide enough for two large lorries to pass each other. The Japanese have set their
roadblock where a small chaung crosses the road: making a large, shallow muddy puddle but not
affecting movement. The woods are further back from the road at this point, giving them a clear
field of fire.

The dark green areas are mostly heavy jungle: dense teak woods that can only be penetrated by men
on foot moving at –3” per initiative dice rolled for movement. It provides excellent cover from
spotting, and good cover from fire. Visibility between units whose line of sight is either in or
interrupted by heavy jungle is limited to 12 inches. Those dark green areas that are not heavy jungle
are light jungle. Light jungle still provides excellent cover from spotting and good cover from fire,
but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

The Japanese have constructed two actual blockages on the road, both made from tree trunks. A
lorry or a carrier cannot cross or shift the blockages, but a tank could try to ram them out of the
way. If a tank attempts this, roll a d6. On a 5-6 the blockage has been cleared, but if the number
rolled is odd (whether the blockage is cleared or not) then the tank has thrown a track and is
disabled until repaired. Test for abandonment as usual.

Note that the actual roadblock is described by Lt. Cranfield of 2KOYLI as “a flimsy affair of logs
and bushes”, but that I’m fairly confident from other descriptions that it was somewhat more
substantial than that phrase implies.

The Japanese have had a number of hours to prepare their position. The brown lines shown are
newly-dug trenches and weapon pits that provide good cover and some concealment.

Initial Deployment

For each action, the British will enter the table anywhere along its southern edge. Note that their
vehicles must be placed on the road or the road’s edge. The British may bring on any or all of their
available Blinds each time the British Blinds card appears.

The Japanese begin action A with their troops in the positions described in their briefing. After that,
they may position their troops where they wish for actions B and C, provided they are north of the
chaung.
Roll 2d6 Reinforcements
Special Rules
2-3 Two 10- man Rifle Squads of
Do not give the British player a copy of the Infantry on bicycles, plus a Gonso
main map prior to the game. You may give the 4-5 Two MMGs (5 crew each) plus a
British player the appropriately truncated Gonso
version prior to actions B and C.
6-8 One Platoon of Infantry: three Rifle
Japanese reinforcements arrive in between and one Mortar sections, plus a Shoi
actions B and C. These are randomly generated 9-10 Mortar platoon: two Type 99 81mm
from the table, or Umpires can choose what Mortars (3 crew each) plus a Heicho
they think would make a good game!
11-12 Three 37mm Anti- Tank Guns (5
Night fell during the second British attempt to crew each), plus a Shoi

133
force the roadblock, so Umpires can game action C using the fighting at night rules given in the
introductory section of this scenario pack.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each. Note that I
have deliberately added an LMG to the Japanese Company HQ Squad.

Objectives and Victory Conditions

The British objective is simple: break through the enemy roadblock and clear the road for the
column to continue its retreat north. If the carriers manage to breech the roadblock on their own,
then award the British player an immediate VC: he has won, literally, an impossible victory! If the
British player breaks through during action B, then award him a massive victory. If the British
player breaks through during action C, then award him a victory. Any other result is a loss.

The Japanese objective is also simple: prevent the British breaking through the roadblock. The
Japanese score a victory if the British cannot break through: any other result is a loss.

Note that the Japanese player does not know that they are holding up the whole garrison column,
and that the British player does not know that they are facing the flank of the entire 33rd Division!

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds A
Big Man x 6 Big Man x 1
Company HQ Carriers
1st Platoon Rapid Deployment
2nd Platoon B
3rd Platoon Big Man x 4
4th Platoon 2RTR
MMG Platoon Glosters Platoon
Artillery x 2 7th Hussars
Engineers West Yorks Platoon
Rally Rally
Scout Dynamic Commander
Heroic Commander Armoured Bonus Move
Banzai-ai-ai! C
Plus Reinforcements Survivors of A & B
Big Man x 1
2/13th Platoon 1
2/13th Platoon 2
2/13th Platoon 3
2/13th Hesistant Troops

134
Scenario 13: Map

135
Scenario 13: British Briefing A
You are Captain J.A.A. Christison, OC commanding the carrier platoon of the “Duke’s”. It is 7th
March 1942, and you are currently in southern Burma as part of the British force operating around
Rangoon.

You say “operating around”, but actually you mean “retreating from”! The Japanese have smashed
aside all British opposition in southern Burma (including one or two encounters with the Duke’s
that did not go very much your way at all!) and General Alexander has ordered a retreat to the
north. Several hours ago, you watched the advanced guard of the Rangoon garrison leave the town
and head up the road you are now on.

You are the lead element of the main garrison column, and your job is to scout ahead and warn of
anything that might hold up progress. Should you encounter the enemy, you should probe their
defences to ascertain their strength, and then report back to the main column.

Speed, however, is of the essence. Once the enemy realise you have abandoned Rangoon, they will
be on your tail like a slanty-eyed rat up a drainpipe, so you can’t afford to unnecessarily delay the
retreat. Push on hard, the CO has said (blasted Scotsman!), so pushing on hard you are!

Map & Terrain

The terrain around you is mostly heavy jungle: dense teak woods that can only be penetrated by
men on foot moving at –3” per initiative dice rolled for movement. It provides excellent cover from
spotting, and good cover from fire. Visibility between units whose line of sight is either in or
interrupted by heavy jungle is limited to 12 inches. Those dark green areas that are not heavy jungle
are light jungle. Light jungle still provides excellent cover from spotting and good cover from fire,
but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

Initial Deployment

Although you have no map of the table, you will enter it from the south. You will be under a single
Blind, on the road, and travelling north.

Objectives

Head north for Tharrawaddy along the trunk road, scouting the way for the rest of the garrison
column.

Carrier Platoon, the 2nd Battalion, the Duke of Wellington’s Regiment (“The Duke’s”)

Captain J.A.A. Christison* (1d4)


3 x Bren Gun Carrier (LMG)

Vehicle AC Weapon Speed


Bren Gun Carrier 2 LMG Fast Tracks

136
Scenario 13: British Briefing B
It is March 1942. You are Major John Bonham-Carter of the 2nd Royal Tank Regiment, currently
part of 7th Armoured Brigade fighting in southern Burma around Rangoon.

The situation is now critical. General Alexander has decided to abandon Rangoon, and has ordered
the garrison to form a column and head north for Prome. The problem is that the Japs have managed
to get a roadblock in place across the main Rangoon-Prome road, and the garrison column,
including all its transport and wounded etc, is now jammed up against that roadblock, unable to
proceed any further. The roadblock must be cleared, and cleared now!

The Japanese have set their roadblock where a small chaung crosses the road: making a large,
shallow muddy puddle, but not affecting movement. The woods are further back from the road at
this point as well, giving them a clear field of fire. There are blockages made from tree trunks
(tricky to shift) on the road, and trenches concealed in the jungle either side. You also know they
have at least one field gun of some kind, some mortars and several MMGs.

At your disposal, you have a couple of platoons of tanks and a couple of platoons of supporting
infantry. Your mission is simple: you must clear the road for the garrison to get through...or you
might as well start learning Japanese!

Initial Deployment

You enter the table under Blinds from anywhere along the southern edge. You have five Blinds in
total. Note that your tanks can only travel on the road or the road’s edge.

Note that the Glosters should fight associated with 2RTR, and 1st West York’s with 7th Hussars

Map & Terrain

The dark green areas are mostly heavy jungle: dense teak woods that can only be penetrated by men
on foot moving at –3” per initiative dice rolled for movement. It provides excellent cover from
spotting, and good cover from fire. Visibility between units whose line of sight is either in or
interrupted by heavy jungle is limited to 12 inches. Those dark green areas that are not heavy jungle
are light jungle. Light jungle still provides excellent cover from spotting and good cover from fire,
but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

Objectives and Victory Conditions

Break through the enemy roadblock and clear the road for the column to continue its retreat north.

Your Troops

Elements of B Squadron, 2RTR


Major John Arkwright Bonham-Carter* (1d4)
3 x Stuart (Honey)

Elements of 1st Gloucestershire Regiment


Lieutenant Peter Collister* (1d4)
4 x Rifle Section (8 men each)

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Elements of C Squadron, 7th Hussars
Lieutenant M.J.E. Kildair “Husky” Patteson* (1d4)
3 x Stuart (Honey)

Elements of B Company, 1st West Yorkshire Regiment


Sergeant Victor Turner* (1d6)
3 x Rifle Section (8 men each)

Off-Table Artillery
You have one pre-game stonk available.

Troops/Dice 0 1 2 3 4 Vehicle AC Weapon Speed


1st West Yorks 1, 2, 3 4 5, 6 7, 8 - M3 Stuart “Honey” 5 5 Fast
Glosters 1, 2, 3 4 5, 6 7, 8 -

Scenario 13: British Map (Briefings B & C)

138
Scenario 13: British Briefing C
It is March 1942. You are Captain Rahim Khan of the 2/13th Frontier Field Rifles, part of 63rd
(Indian) Brigade. You have recently arrived in southern Burma as part of the force defending
Rangoon from the Japanese invasion.

It seems you have arrived at a most inopportune time! The Japanese have thrown the British back
on all fronts, and Rangoon is now being evacuated. You now form part of the main garrison column
retreating north along the Rangoon to Prome truck road. The road ahead of you has, however, been
blocked by the Japanese, and an attempt by the British troops with your column to unblock it has
failed. Your battalion is now the freshest available, and it seems it is time for your “baptism of fire”
as the CO rather offensively put it! You must break through the roadblock, or the entire garrison
column is doomed!

Initial Deployment

You enter the table under Blinds from anywhere along the southern edge. You have five Blinds in
total. Note that any tanks can only travel on the road or the road’s edge.

Map & Terrain

The dark green areas are mostly heavy jungle: dense teak woods that can only be penetrated by men
on foot moving at –3” per initiative dice rolled for movement. It provides excellent cover from
spotting, and good cover from fire. Visibility between units whose line of sight is either in or
interrupted by heavy jungle is limited to 12 inches. Those dark green areas that are not heavy jungle
are light jungle. Light jungle still provides excellent cover from spotting and good cover from fire,
but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

Objectives and Victory Conditions

Break through the enemy roadblock and clear the road for the column to continue its retreat north.

Your Troops

1) Any survivors of the actions covered by Troops/Dice 0 1 2 3 4


Briefings A and B.
2/13th FFR 1, 2, 3 4, 5 6, 7, 8 - -
2) Elements of 2/13th Frontier Field Rifles

HQ Element
Captain Rahim Khan* (1d3) Note: If Captain Khan is involved in any close combats,
then roll a d6. On a “6”, the British force involved in the
1st Platoon close combat takes one extra casualty, accidentally shot by
4 x Rifle Section (8 men each) Captain Khan! During the later attack on 2/13th FFR HQ,
Captain Khan and a company clerk were attacked by a
2nd Platoon Japanese soldier. Captain Khan fired all six rounds from his
4 x Rifle Section (8 men each) revolver at the enemy soldier at point blank range: only
hitting him with the final round, and convincing the
3rd Platoon company clerk that he was going to hit him as well!
4 x Rifle Section (8 men each)

139
Scenario 13: Japanese Briefing
You are Lieutenant Colonel Jennosuke of the third battalion, 214th Infantry Regiment. It is early
March 1942 and you are currently operating as part of 33rd Division in the advance to take the port
of Rangoon in southern Burma. So far the campaign has gone well: the British have been smashed
aside every time battle has been joined!

Your current mission is one of the utmost importance! General Sakurai has ordered 33rd Division to
loop around Rangoon to the north prior to attacking from the west. This bold manoeuvre will take
the British defenders utterly by surprise, and allow the port to be taken intact and without undue
difficulty.

Obviously a prerequisite of such an attack is the move to the north-west, and this is where your
mission comes in. You are the advanced left-flank guard of the divisional column, and have been
ordered to go ahead and block the main north-south road running from Rangoon up to Prome. If any
traffic gets through your roadblock, the risk is that they will run into the divisional column,
recognise it for what it is, and alert the British in Rangoon: effectively costing you the element of
surprise so vital to Sakurai-san’s plan!

A few hours ago, you arrived on the road in position near Hmawbi. You have dug-in and blocked
the road with trees felled by your engineers. You are confident that nothing can shift…wait! What
is that? Is it vehicle engines? To arms, men: our mission starts for real from now!

Introduction

As stated above, your mission is to block the main north-south road running from Rangoon up to
Prome. It is ABSOLUTELY VITAL that no enemy troops manage to get through to the north where
they might spot the divisional column.

As you are on the main trunk road from Rangoon, you can expect to encounter the enemy in some
form or another. Once they have realised you have blocked the road, you can expect them to try and
shift you: even if they do not know exactly why you are there. You must resist these attempts at any
or all costs: even if they keep coming at you again and again.

Map & Terrain

You have set your roadblock where a small chaung crosses the road: making a large, shallow
muddy puddle, but not affecting movement. The woods are further back from the road at this point
as well, giving you a clear field of fire. You have constructed two actual blockages on the road,
both made from tree trunks. As you have had a number of hours to prepare your position, the brown
lines shown are newly-dug trenches and weapon pits that provide good cover and some
concealment.

The dark green areas are mostly heavy jungle: dense teak woods that can only be penetrated by men
on foot moving at –3” per initiative dice rolled for movement. It provides excellent cover from
spotting, and good cover from fire. Visibility between units whose line of sight is either in or
interrupted by heavy jungle is limited to 12 inches. Those dark green areas that are not heavy jungle
are light jungle. Light jungle still provides excellent cover from spotting and good cover from fire,
but movement is only penalised at –1” per initiative dice rolled, and visibility is limited to 18
inches.

140
Initial Deployment

You have had a number of hours to prepare your position. The brown lines shown are newly-dug
trenches and weapon pits that provide good cover and some concealment.

The infantry guns and Engineers are dug-in behind the roadblock. There is one MMG and one ATR
in each weapon pit along the tree line: they each fire on the appropriate platoon card. Also along the
tree line are platoons one and two: first platoon of the left, second platoon on the right. Third
platoon is in reserve in the trenches in line with the second, more northerly, roadblock..

The HQ squad and the squad from 4th Platoon are in the two larger weapon pits near where the road
exits the table to the north. Big Men begin the game with their troops.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each.

You may call for reinforcements if the situation looks desperate.

Objectives and Victory Conditions

Your objective is also simple: protect the flank of 33rd Division as it crosses the Prome road to your
north by preventing the British from breaking through the roadblock. You win a victory if the
British cannot break through: any other result is a loss.

Elements of III Battalion, 214th Infantry Regiment, 33rd Division

Company HQ
Chusa Jennosuke Hamada* (1d6)
1 x Rifle/LMG Squad (10 men)

1st Platoon
Chui Matsumura* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Shoi Mibu Hirano* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Gonso Nakayama* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

4th Platoon
Heicho Koji Kawamata* (1d6)
1 x Rifle/Mortar Squad (10 men)
4 x Type 97 20mm Anti-Tank Rifles (2 crew each)

141
MMG Platoon
Shoi Kayano* (1d6)
4 x MMG (5 crew each)

Field Gun Platoon


2 x Type 92 70mm Infantry Guns (5 crew each)

Engineers
Gonso Itchi (1d6)
2 x Rifle/Engineer Squad (10 men each)

The ranks of your Big Men are given in Japanese. A Chusa is a Lieutenant-Colonel; a Chui is a 1st
Lieutenant; a Shoi is a 2nd Lieutenant; a Gunso is a Sergeant; and a Heicho is a Lance-Corporal.

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
Engineers 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
MMG 2 2 2 1 1
Infantry Section 3 - - - -
Engineer Section 3 - - - -
Anti- Tank Rifle 4 3 2 2 1

Weapon Strike
Type 92 70mm FG 3

142
Scenario 14: Pyuntaza
Game Briefing
On his arrival in Rangoon, General Alexander had ordered 1st Burmese Division (1 BURDIV) to
attack southwards from Nyaunglebin in an attempt to join up with 17th (Indian) Division, which
would be attacking northwards from Pegu. As we have already seen, 17th Division never even
managed to begin their attack, being driven back and eventually forced to abandon the Rangoon
area, but 1 BURDIV’s attack was never cancelled.

On 11th March, therefore, General Bruce Scott advanced south on a two brigade front. 1st Burma
Brigade (1st and 5th Burma Rifles; 2nd/7th Rajput; 2nd and 23rd Mountain Batteries) attacked on
the right towards Pyuntaza and Daik-U; 2nd Burma Brigade (two companies of 5th/1st Punjab (one
Sikh, one Musselman), with more following as they became available; 2nd and 7th Burma Rifles)
attacked on the left towards Madauk and, east of the Sittang River, Shwegyin.

On the right, 1st Burma Brigade, with 2/7 Rajput leading, took Pyuntaza, but then ran into a
roadblock south of the town. An immediate counter-attack by the Kawashima Detachment (2nd
Battalion of 143rd Regiment; 55th Cavalry Regiment; and a battery of mountain artillery) aided by
reinforcements from 143rd Regiment (55th Division) then forced them back out of the town when a
platoon of 5 BURIF protecting two guns from 2nd Mountain Battery suddenly broke and ran
backwards. The brigade eventually ended up holding a line about a mile north of the village.

On the left, the Punjabis crossed the Sittang by raft and took Shwegyin without much difficulty,
despite having only the battalion mortars to support them. James Lunt describes how “the two
companies on right and left [of the road] kept touch by shouting their war cries: ‘Sat Sri Skal’ by
YEDASHE
the Sikhs, ‘Ya Ali’ by the Punjabi
N
Musselmans”. For the loss of four killed
PEGU
RIVER
TOUNGOO and seventeen wounded, the Punjabis
PROME
SITTANG RIVER MAWCHI killed fifty enemy and took forty Burmese
PEGU YOMAS
and Thais prisoner. Note that no Japanese
MOUNTAINS were captured alive.
PAUNGDE PYU

Meanwhile, at Madauk, a town that


straddled the river, 7 BURIF captured the
KYAUKTAGA west bank with no difficulty. Major
Kyadoe, a Karen, then swam the river and
MINHLA
MONYWE NYAUNGLEBIN returned in a boat by which two platoons
SHWEGYIN
PYUNTAZA
MADAUK
crossed the river and, backed up by the
PAUNGDAWTHI newly arrived C Company of the Punjabis
THARRAWADDY
DAIK-U
KUNZEIK (A and B Companies being the ones that
took Shwegyin), cleared the rest of the
SITPINZEIK SITTANG town.
PEGU

Although a success, 1 BURDIV’s attack


IRRAWADDY
RIVER
was now unfortunately obsolete in terms
of how it fitted in with British strategy as
a whole. The new plan was for the British
to concentrate on holding the axis of the
RANGOON
Irrawaddy River (the western line running
Rangoon to Prome north-south into central Burma), handing
Approx. 200 miles
over responsibility for the axis of the

143
Sittang River (the eastern line running north-south into central Burma) to the Chinese V Army. This
would mean that further retreats, if necessary, would bring the British closer to India and the
Chinese closer to China. As, however, the Chinese refused to advance south of Toungoo, not only
would the survivors of the Rangoon garrison have to retreat 25 miles north of Tharrawaddy to
Prome (to conform to a west-east line running to Toungoo), but 1 BURDIV would have to retreat to
Toungoo and then move west towards Prome.

1 BURDIV began their retreat on 15th March: just in time, as the Japanese 55th Division had been
ordered to drive through them to Toungoo, and were due to begin their advance on the night of
15th/16th March. Thwarted of their prey, the Japanese formed two motorised columns which drove
forward rapidly and re-gained contact with 1st Burma Brigade at Kyauktaga on the evening of 16th
March.

There was sharp fighting all day on the 17th, with 1st Burma Brigade withdrawing through 2nd
Burma Brigade overnight. The Japanese advanced again at first light on the 18th so hot on the heels
of the British that James Lunt and another officer were almost caught by their advanced guard as
they idly sat in front of their lines having a smoke. After more fighting, 2nd Burma Brigade were
forced to retreat that night.

On 19th March, 1st Burma Brigade made contact with the leading Chinese elements (200th Chinese
Division) around Pegu and passed through them on their way to Toungoo.

Introduction

This scenario will feature the fighting around Pyuntaza on 11th March 1942 following the Japanese
counter-attack. The British will begin the game defending a village, seemingly well in control of the
situation. Approximately half their force will then suddenly break backwards and flee the field,
handing the British player an interesting challenge: stay and try and hold the line with half as many
men as they thought they had, or conduct a fighting retreat off the table.

Map & Terrain

Pyuntaza is a large village bisected by both the main north-south trunk road (running approximately
through the centre of the village) and the railway line. Both the road and railway lines are on
embankments approximately three feet high and providing good cover to troops sheltering behind
them. Each side of each embankment also has a shallow monsoon drain under it, allowing men in a
crouch to move parallel to it unseen by troops on the other side.

The village itself consists of many single-storey wood and bamboo buildings with rough paths
between them. In front of the village is an area of paddy fields leading up to where the Japanese
enter the table from woods to the south. Movement through paddy fields is penalised at –1” per dice
rolled for movement. The woods are light woods and provide pretty good cover against fire and
spotting.

Initial Deployment

The British begin the game deployed up to the southern edge of the village, with 2/7 Rajput to the
east of the road embankment, and 5 BURIF and the mountain artillery to the west of the road
embankment. Both companies are in the standard “two up, one back” formation, with the two sets
of two forward platoons in the same approximate line in firing positions on the edge of the village.
The artillery are towards the northern end of the table i.e. in an indirect fire position. The British

144
have not had time to dig themselves in, but can be assumed to have found rudimentary cover behind
huts, carts, bushes, trees etc.

The Japanese enter the table anywhere along the southern edge. They may enter up to four Blinds
(real or false) per appearance of the Japanese Blinds card. They have a total of 3dAV Blinds
available.

Special Rules

Each time a platoon card for 5 BURIF appears, roll a d4. On its first appearance, a roll of ‘1’ will
result in the platoon immediately breaking and running. You should assume control of the platoon,
rolling to move the figures to the north as rapidly as possible. If the platoon survives this first roll,
on the card’s second appearance, roll again: this time the platoon will break and flee on a roll of ‘1’
or ‘2’, and so on for the third and fourth appearance of the card (if it hasn’t already fled). Once
broken, the platoon cannot be rallied.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each. The Rifle
Squad attached to the Japanese Company HQ also has no LMG, and thus will also fire with two
dice rather than three.

Objectives and Victory Conditions

The British must either hold the village (difficult once the Burma Rifles break) or get as many of
the Rajputs as possible and both mountain guns off the table to the north. The British therefore win
a stupendous victory if they manage to hold the village, and a victory if they get both guns and at
least two sections of Rajputs safely off the board. Any other result is a loss.

The Japanese must re-take the village. They win a victory if the British fail to fulfil either of their
victory conditions.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Big Man x 8 Big Men x 5
Company HQ Company HQ
1st Platoon 1st Rajput Platoon
2nd Platoon 2nd Rajput Platoon
3rd Platoon 3rd Rajput Platoon
4th Platoon 1st Burma Platoon
MMG Platoon 2nd Burma Platoon
Support Company HQ 3rd Burma Platoon
Engineer Platoon Artillery x 2
Rally Rally
Scout Dynmaic Commander
Heroic Commander
Banzai-a i-ai!
Rapid Deployment

145
Scenario 14: Map

146
Scenario 14: British Briefing
You are Lieutenant John Smith, commanding a platoon of the 2nd/7th Rajputana Rifles in southern
Burma. You are part of 1st Burma Division, operating on the axis of the Sittang River, and have
been ordered to attack southwards and join up with 17th (Indian) Division at Pegu.

It is 11th March 1942, and your Raj-Rifs have just led a successful attack that has taken the village
of Pyuntaza from the Japanese. You are at the far left of the battalion, where it joins with troops
from 5th Burma Rifles, and are just about to order your men to dig in when word comes from
Battalion HQ that the Japanese seem to be massing for a counter-attack.

Right then, Raj-Rifs, time to show the yellow devils that we keep what we’ve taken!

Map & Terrain

Pyuntaza is a large village bisected by both the main north-south trunk road (running approximately
through the centre of the village) and the railway line. Both the road and railway lines are on
embankments approximately three feet high and providing good cover to troops sheltering behind
them. Each side of each embankment also has a shallow monsoon drain under it, allowing men in a
crouch to move parallel to it unseen by troops on the other side.

The village itself consists of many single-storey wood and bamboo buildings with rough paths
between them. In front of the village is an area of paddy fields leading up to where you presume the
Japanese will enter the table from woods to the south.

Initial Deployment

You begin the game deployed up to the southern edge of the village, with 2/7 Rajput to the east of
the road embankment, and 5 BURIF and the mountain artillery to the west of the road embankment.
Both companies are in the standard “two up, one back” formation, with the two sets of two forward
platoons in the same approximate line in firing positions on the edge of the village. Your men have
not had time to dig themselves in, but can be assumed to have found rudimentary cover behind huts,
carts, bushes, trees etc. Your artillery are back behind the front line towards the northern end of the
table.

Objectives and Victory Conditions

Hold the village. This is not, however, a suicide mission. If the Japanese advance becomes too hot,
then you may retreat…you’d just better have a jolly good reason for doing so!

Special Rules

As senior officer in the area, you have taken command of both the company from 5th Burma Rifles
and the section of guns from 2nd Mountain Battery.

147
Elements of 2 nd/7th (Prince Albert Victor’s) Rajputana Rifles (“Raj-Rifs”)

Company HQ
1st Lieutenant John Smith (1d6)
1 x MMG (3 crew)

1st Platoon
Havildar Ek (1d6)
3 x Rifle Section (8 men each)

2nd Platoon
Havildar Doy (1d6)
3 x Rifle Section (8 men each)

3rd Platoon
Havildar Tin (1d6)
3 x Rifle Section (8 men each)

Elements of 5th Burma Rifles

1st Platoon
3 x Rifle Section (8 men each)

2nd Platoon
3 x Rifle Section (8 men each)

3rd Platoon
3 x Rifle Section (8 men each)

Section 2nd Mountain Battery

2nd Lieutenant Tom Brown (1d4)


2 x 3.7” Mountain Howitzer (5 crew each)

Each howitzer comes with an 8-mule transport team.

Troops/Dice 0 1 2 3 4
5 BURIF 1, 2, 3 4, 5, 6 7, 8 - -
2/7 Rajput 1, 2, 3 4 5, 6 7, 8 -

148
Scenario 14: Japanese Briefing

You are Captain Itchi of the 2 nd Battalion, 143rd Infantry Regiment, from 55th Division. You are part
of the force that has invaded Burma as part of Nippon’s glorious attempt to bring freedom to the
people of south-east Asia currently oppressed by the gaijin.

Your battalion currently forms part of the Kawashima Detachment, which has been ordered to
prevent the British moving south from Toungoo to join up with their colleagues moving north from
Pegu. Fail, and a good part of 55th Division could be outflanked and encircled by the British.

A few hours ago, the leading elements of Kawashima Detachment were forced out of their forward
positions in a village called Pyuntaza. You are part of a force that has been ordered to counter-
attack and re-take the village. The axis of your attack will be along the road and railway line that
run into the centre of the village.

You gather your men in the woods just south of Pyuntaza, and pray that your ancestors give you the
strength to complete your mission successfully.

Objectives and Victory Conditions

You must re-take the village. Any other result is a loss.

Map & Terrain

Pyuntaza is a large village bisected by both the main north-south trunk road (running approximately
through the centre of the village) and the railway line. Both the road and railway lines are on
embankments approximately three feet high and providing good cover to troops sheltering behind
them. Each side of each embankment also has a shallow monsoon drain under it, allowing men in a
crouch to move parallel to it unseen by troops on the other side.

The village itself consists of many single-storey wood and bamboo buildings with rough paths
between them. In front of the village is an area of paddy fields leading up to where you will enter
the table from woods to the south.

Initial Deployment

You enter the table anywhere along the southern edge. You may enter up to four Blinds (real or
false) per appearance of the Japanese Blinds card. You have a total of 3dAV Blinds available.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each.

The Rifle Squad attached to the Company HQ also has no LMG, and thus will also fire with two
dice rather than three.

149
Elements of 2 nd Battalion, 143rd Regiment

Company HQ
Taii Itchi (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Chui Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Shoi San (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Shoi Chi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

4th Platoon
Gunso Go (1d6)
1 x Rifle/LMG Squad (8 men)
1 x Rifle/Mortar Squad (10 men)

Support Company HQ
Taii Roku (1d6)
1 x Rifle/LMG Squad (10 men)

MMG Platoon
Gunso Shichi (1d6)
4 x MMG (5 crew each)

Attached Engineers
Shoi Hachi (1d6)
4 x Rifle/LMG Squad (10 men each)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; a Chui is a 1st Lieutenant; a
Shoi is a 2nd Lieutenant; and a Gunso is a Sergeant.

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
Engineers 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

150
Scenario 15: Henzada
Game Briefing
17th division successfully withdrew from the Tharrawaddy area on 13th March 1942, seeking to
conform to the most forward Chinese positions just south of Toungoo. The British reached Okpo by
the 15th and from there launched two raids south.

The first, on 15th March, was a largely unauthorised expedition to Henzada by Force Viper. Formed
from the pupils of Major Mike Calvert’s Bush Warfare School (actually a training school for
guerrillas and saboteurs to be left behind as the British withdrew) and a party of twelve Royal
Marines under Major Duncan Johnstone, Force Viper had been carrying out various security tasks
on the Irrawaddy, including generally guarding the river against a water-born Japanese thrust north.

Calvert took two boats down river: the steamer “Hastings” for his seventy or so men, and the Royal
Marines’ launch “Rita”. The “Hastings” was a double-decker passenger boat from the Irrawaddy
Flotilla Company, and is described as being a “Mississippi showboat”. Although its crew were
Burmese, its Captain, Captain Rea, was English, and had served on minesweepers in the Royal
Navy in WWI. He also apparently only had one kidney.

Landing at Henzade, Calvert and his men made their way to the main square where Calvert began
haranguing the local population about why they should resist the Japanese. His speech was,
however, rudely interrupted by a voice shouting out in English: “Lay down you arms. You are
surrounded!”

Armed Burma Independence Army (BIA) men appeared, led by Japanese officers, and Calvert
stuttered to a halt. Not so a Corporal Maddox, who shouted out “Balls!” and opened fire with his
Tommy Gun! The British then fled back to their boats pursued by both BIA and Japanese soldiers,
making their way back up river in a hail of lead!

The second raid, on 17th March, saw a motorised column from 1st Gloucestershire head south into
Letpadan. The raid achieved complete surprise, and drove the Japanese from the town.

Introduction

This scenario will feature Major Calvert’s rather abortive raid on Henzada. Although perhaps more
suited to a large skirmish game, it is really too colourful an episode to ignore, and should make for a
beautiful looking tabletop. It is also a rare chance to feature the BIA in action against regular troops.
We will begin the game as Calvert and his forward party are fleeing back to their boats after the
incident in Henzada’s main square.

The game will begin with the British having just entered the eastern end of the table. The BIA will
follow the next time their Blinds card appears, and will keep pouring men onto the table until the
end of the game. Note that the British have men already on the table in “lay back” positions, as
Calvert called them, ready to ambush any pursuit of the forward party.

Map & Terrain

The map shows a made-up version of the western end of Henzada. The map is representative, and is
designed to give Umpires the flavour of what the table should look like. Provided the monsoon
bank and river are in place, feel free to modify the rest to suit the terrain pieces available.

151
The town square can be considered to be just off the map to the east (the top). The buildings are all
the sort of structures you would expect to find in a busy 1940s Far East harbour area. The majority
are wooden warehouses, with the odd brick building as offices, government buildings or more
secure holding facilities. The areas shown as open are yards (especially timber yards) or areas of
light industrial wasteland, perhaps with the odd shack dotted around.

The thick brown line split by the main road is the monsoon bank protecting the town from the
Irrawaddy. The top of the bank is some twenty feet (six metres) above the level of the river, so the
only part of the Hastings that can be seen from the town side is its metal roof. Troops lying on the
metal roof of the Hastings can shoot over the monsoon bank and, in a prone position, will do so
from good cover. The bank is only ten feet (three metres) above ground level on the town side.

Initial Deployment

The British begin the game in five groups. Entering the map from the north, not under a Blind, is
Calvert’s forward party. On table, under concealed Blinds, are the two “lay-back position” parties:
placed where the British player wants them to be. Finally, the Marines are lining the monsoon
bank; and there is a further party of Viper Force on the roof of the Hastings.

The BIA are chasing Calvert’s forward party onto the table. Each time the Tea Break card appears,
roll on the table below to see what appears at the eastern end of the road, under a Blind:

2d6
2-3 A Japanese Big Man (1d6)
4 A 10-man squad of Japanese infantry
5 A platoon of three 8- man squads of unarmed BIA soldiers
6 1d3 8-man squads of unarmed BIA soldiers
7-8 A platoon of three 8- man squads of BIA soldiers
9-11 1d3 8-man squads of BIA soldiers
12 A man with a hand -cart full of rifles

Unarmed BIA soldiers are armed with melee weapons only (knives, machetes, axes etc) and must
enter close combat to damage an enemy. Armed BIA squads have rifles and melee weapons, but no
light support weapons, so are penalised –1 dice when firing. The man with the handcart may change
an unarmed squad into an armed squad, and is then removed from the board.

Special Rules

All Major Calvert’s men (but not the Marines) are festooned with weapons, particularly Tommy
Guns, so add +1 per dice rolled for shooting at ranges of under 9”.

Special Rules—The Boats

Once cast off (one initiative dice) the boats move as follows: the Hastings rolls 2d6-1 for
movement; the Rita 2d6+2. The problem is that the river flows at 4” rate, north to south, so it is
perfectly possible for the boats to move backwards (i.e. south) in any particular turn.

None of the weapons that the BIA or Japanese have available to them in this scenario can actually
sink either craft, but they may injure the passengers. Passengers on board a board are a difficult
shot, especially on the Hastings where their food supplies have been stacked up to provide the
equivalent of a sandbag wall (it was actually cans of sausages).

152
The Rita can hold about 16 men maximum; the Hastings, 100. It costs an initiative dice to jump on
board a boat, and another to assume cover or go below.

Objectives and Victory Conditions

The British objective is to get their men off the table to safety, and to give the BIA a bloody nose
into the bargain! The Japanese/BIA’s objective is obviously to kill or capture the British raiding
party.

Assign points as follows:

Event British Score


Each British soldier who gets away +1
Each British soldier killed -1
Each British soldier captured -3
Each British Big Man killed -5
Add if Calvert killed -5
Rita captured or destroyed -10
Hastings captured or destroyed -25
Each Japanese soldier killed +1
Each Japanese soldier captured +4
Each Japanese Big Man killed +10
Each BIA soldier killed +¼

The British must finish the game with a positive score to win a victory.

The Cards

Game Cards Japanese/BIA Cards British Cards


Tea Break Blinds Blinds
Each Japanese Big Man Big Men x 4
Each Japanese Squad Forward Party
Each BIA Party Lay Back 1
Poor Fire Discipline (BIA) Lay Back 2
Hesitant Troops (BIA) Hastings Party
Rally (Jap) Royal Marines
Banzai-a i-ai (Jap) Heroic Commander
Dynamic Commander Dynamic Commander
Heroic Commander Rally
Sniper
Rapid Deployment

153
Scenario 15: Map

154
Scenario 15: British Briefing
You are Major Michael “Mad Mike” Calvert. Since arriving in Burma, you have been training
troops, at the intentionally misnamed Bush Warfare School, to stay behind after the Japs kick the
rest of the British out and engage in your speciality: guerrilla warfare.

They’re nasty buggers, the Japs: you saw them in action in China in 1937/8 (when your second
world war began!) and knew then what High Command seem to be just finding out: these aren’t the
weedy, short-sighted weaklings of popular reputation, but a pretty well-trained and well-equipped
fighting force. Perhaps if they’d listened to you earlier, Singapore and Rangoon would still be in
British hands!

Your men are now pretty well trained up, but need a bit of experience just to knock off the rough
edges. That’s why you decided to carry out what you’re calling a long-range river patrol right into
the heart of Japanese territory. As for authorisation? Well, High Command told you to watch the
Irrawaddy and you’re doing that...just a bit more downstream than they might expect!

You’ve managed to get hold of a boat (well, more of a throwback to a Mississippi showboat) and
persuade its Captain (a very good sort of ex-RN type) to take you downstream, and have the
company of Major Johnstone and his Royal Marines as well. Up to now, all has gone well, and you
have carried out several small acts of sabotage and left a few scouts behind without any hiccups.

Now, however, you have encountered not just a hiccup, but a full blown burp! You were in the
town of Henzada, haranguing the population about how they should keep faith with the British even
if you are currently on your uppers, when your speech was rudely interrupted by a voice shouting
out in English: “Lay down you arms. You are surrounded!” Armed Burma Independence Army
(BIA) men appeared, led by Japanese officers, and you stuttered to a halt: for once not sure what to
do. Not so Corporal Maddox, who shouted out “Balls!”, and opened fire with his Tommy Gun!

Since then you have been fleeing through the town back to the boats, the river and safety...with the
BIA in full pursuit. Luckily you have some men in lay-back positions who will give your pursuers
something to think about, but it’s still looking decidedly hairy for the moment!

Well, it’s all a laugh, isn’t it?

Initial Deployment

You begin the game in five groups. Entering the map from the north, not under a Blind, is your
forward party. On table, under concealed Blinds, are the two “lay-back position” parties: placed
where you want them to be. Finally, the Marines are lining the monsoon bank; and there is a further
party of Viper Force on the roof of the Hastings.

The BIA and their Japanese masters are right behind your forward party.

Map & Terrain

The town square can be considered to be just off the map to the east (the top). The buildings are all
the sort of structures you would expect to find in a busy 1940s Far East harbour area. The majority
are wooden warehouses, with the odd brick building as offices, government buildings or more
secure holding facilities. The areas shown as open are yards (especially timber yards) or areas of
light industrial wasteland, perhaps with the odd shack dotted around.

155
The thick brown line split by the main road is the monsoon bank protecting the town from the
Irrawaddy. The top of the bank is some twenty feet (six metres) above the level of the river, so the
only part of the Hastings that can be seen from the town side is its metal roof. Troops lying on the
metal roof of the Hastings can shoot over the monsoon bank and, in a prone position, will do so
from good cover. The bank is only ten feet (three metres) above ground level on the town side.

Special Rules

The Rita can hold about 16 men maximum; the Hastings, 100. It costs an initiative dice to jump on
board a boat, and another to assume cover or go below. Casting off also takes an initiative dice.

All of your men (but not the Marines) are festooned with weapons, particularly Tommy Guns, so
add +1 per dice rolled for shooting at ranges of under 9”.

Objectives and Victory Conditions

Your prime aim is to get your men back on board the boats and off table to the north. Obviously it
would be nice to give the BIA and their Jap masters a bit of a hammering, but you’re not really set
up for a major encounter: this is only supposed to be a training run!

Force Viper: Operation Showboat

Calvert’s Forward Party


Major Michael “Mad Mike” Calvert* (1d6)
Corporal Maddox* (1d4)
2 x Rifle/LMG Section (8 men each)

Lay-Back Position 1
2 x Rifle/LMG Section (8 men each)

Lay-Back Position 2
2 x Rifle/LMG Section (8 men each)
Troops/Dice 0 1 2 3 4
On the Hastings “Calvert’s Lot” 1, 2 3 4 5, 6, 7 8
Captain Rea* (1d4)
1 x Rifle/LMG Section (8 men each) Royal Marines 1, 2, 3 4 5, 6 - -
1 x Sniper
All Major Calvert’s men (but not the Marines) are
festooned with weapons, particularly Tommy
The Royal Marines
Guns, so add +1 per dice rolled for shooting at
Major Duncan Johnstone* (1d6)
ranges of under 9”.
2 x Rifle/LMG Sections (6 men each)

156
Scenario 15: Japanese Briefing
It is March 1942. You are Major Itchi, on detachment to the town of Henzada in southern Burma.
You have been ordered to raise a force of locals to form part of the Burma Independence Army,
who will help the Imperial Japanese Army cast the yoke of British oppression off the country!

A short time ago, you were relaxing in your tent when a runner burst in with news that a small party
of British soldiers had landed in the town from the river! Furthermore, they had made their way to
the main square and were preaching the value of remaining loyal to British rule! This was, of
course, completely unacceptable. You immediately roused your men and set off for the square at
top speed. When you got there, the British were still in place, and you had your interpreter call out
for them to surrender. Unfortunately all this provoked was a burst of fire that made your Burmese
new recruits dive to the ground! Even more unacceptable!

By the time you had managed to get your men back onto their feet, the British were running (hah,
much like their comrades did all down the Malaya peninsular!), so you ordered your men to set off
in pursuit. Now it is a simple foot race: who will get to the river first!

Map & Terrain

The town square can be considered to be just off the map to the east (the top). The buildings are all
the sort of structures you would expect to find in a busy 1940s Far East harbour area. The majority
are wooden warehouses, with the odd brick building as offices, government buildings or more
secure holding facilities. The areas shown as open are yards (especially timber yards) or areas of
light industrial wasteland, perhaps with the odd shack dotted around. The thick brown line split by
the main road is the monsoon bank protecting the town from the Irrawaddy.

Initial Deployment

Your BIA men are chasing Calvert’s forward party onto the table. Each time the Tea Break card
appears, roll on the table below to see what appears at the eastern end of the road, under a Blind:

2d6
2-3 A Japanese Big Man (1d6)
4 A 10-man squad of Japanese infantry
5 A platoon of three 8-man squads of unarmed BIA soldiers
6 1d3 8-man squads of unarmed BIA soldiers
7-8 A platoon of three 8-man squads of BIA soldiers
9-11 1d3 8-man squads of BIA soldiers
12 A man with a hand -cart full of rifles

Unarmed BIA soldiers are armed with


melee weapons only (knives, machetes, Troops/Dice 0 1 2 3 4
axes etc) and must enter close combat Japanese Infantry 1, 2 (1) 3, 4 5, 6 7+ -
to damage an enemy. Armed BIA
squads have rifles and melee weapons, BIA Infantry 1, 2, 3, 4 5, 6 7, 8 - -
but no light support weapons, so are Your Japanese infantry are fanatical: they get +25%
penalised –1 dice when firing. The man dice in melee, never surrender, and need not take
with the handcart may change an prisoners. They also get a minimum of one firing dice
unarmed squad into an armed squad, even if reduced to zero initiative dice.
and is then removed from the board.

157
Objectives and Victory Conditions

Your objective is to capture or kill these arrogant gaijin who think they can swan up and down the
river at will!

158
Scenario 16: Kyungon
Game Briefing
The Chinese had apparently committed two armies, V and VI, to the defence of the Sittang axis.
Each army was really the equivalent of a division. For example, V Army (under Lieutenant General
Tu Lu-ming) was made up of 200th Chinese Division (under General Tai An-lan), which was 8,500
men strong and the best in the whole Chinese army, and two other divisions (22nd and 96th), each
6,000 strong. VI Army had three divisions (49th, 55th, 93rd) each about 5,700 strong. Even these
numbers are deceptive, however, as they include coolies and labourers, and not all Chinese riflemen
actually had rifles!

It is also worth noting that 200th Division also had thirty-six 75mm howitzers and a battery of
motorised 105mm guns (all lend-lease equipment from the USA) but that these were generally not
used in battle in case they were captured or destroyed and therefore not available for future
emergencies!

There was also some dispute about who was actually in command of the Chinese armies. Originally
Generalissimo Chiang Kai-shek (the warlord that Britain and America were recognising as the ruler
of those regions of China not occupied by the Japanese) had agreed that his forces would operate
under British control, but events in Malaya/Singapore and southern Burma had shaken his
confidence in the British. An agreement was then reached that Chinese forces would come under
the command of the Americans (who would “co-ordinate” with the British) in the shape of General
“Vinegar Joe” Stilwell.
YEDASHE
N Unfortunately this was again an
KYUNGON

PEGU TOUNGOO
exaggeration, and Chiang Kai-shek
PROME
RIVER
SITTANG RIVER MAWCHI
only gave Stilwell the official seal
(the kuan fang) of a chief of staff:
PEGU YOMAS meaning that he was an advisor to,
MOUNTAINS
not commander of, the two generals
PAUNGDE PYU in charge of V and VI Armies.
Despite Vinegar Joe’s best efforts,
the Chinese would remain
KYAUKTAGA unpredictable and almost wholly
self-contained for the rest of the
MONYWE MINHLA
NYAUNGLEBIN
campaign. With a chain of command
SHWEGYIN effectively running Alexander to
PYUNTAZA
MADAUK Stilwell to General Tu to Chiang
PAUNGDAWTHI

DAIK-U
Kai-shek and back again, it would
THARRAWADDY KUNZEIK
prove extremely difficult to
efficiently co-ordinate their actions
SITPINZEIK SITTANG with the British forces on the
PEGU Irrawaddy.

IRRAWADDY As we have seen, 1st Burma Division


RIVER passed through the leading elements
of 200th Chinese Division of V Army
around Pyu on 19th March 1942.
RANGOON
They then proceeded to Toungoo to
rejoin 1st Burma Division and
Rangoon to Prome
Approx. 200 miles
“officially” hand the area over to the

159
Chinese. It is worth describing the handover in full, taken from “The Forgotten War” by Jon
Latimer:

“Scott’s counterpart arrived in one of two staff cars the Chinese possessed, screeching to a halt
with a cloud of steam from the bonnet. The driver, muttering darkly, delivered a blow to the engine
with a spanner while the general and another officer stepped down – there were no doors. The
general spoke no English and nor, apparently, did the second officer, supposedly the interpreter. But
after regarding Scott’s carefully prepared map suspiciously, he beamed and exclaimed ‘Map!’ He
then produced a piece of rice paper about 3 inches square with some lines drawn on it. ‘Very nice’,
said Scott weakly, noticing that his Intelligence Officer was on the verge of hysterics. Then he
became aware of fire all around him – the Chinese method of putting the town in a state of defence
was to burn most of it – and seeing flames within 100 yards of an ammunition dump, he decided
that the handover was complete and told his staff: ‘Get out of it’.”

The Japanese, however, gave the Chinese no time to get used to their surroundings. On the night of
20th/21st March, the advanced elements of 200th Division were attacked by 143rd Regiment, at the
head of 55th Division, heading north. The Chinese, fighting stubbornly, fell back slowly to their
main defences at Toungoo, where they were then attacked by 112th Regiment.

On the morning of 23rd March, a motorised column from 143rd Regiment made a wide encircling
movement to the west and captured the airfield at Kyungon: effectively cutting 200th Division off
from Yedashe to the north, and almost catching some of the units of 1st Burma Division that were
still waiting to entrain to the west.

Meanwhile, Stilwell had ordered the rest of V Army (22nd and 96th Divisions) south to aid 200th
Division, but his orders for the airfield to be re-taken were disobeyed. His realisation that his
command of the Chinese armies was illusory was completed when his orders for further relieving
counter-attacks on the 26th and 28th March were also ignored.

Eventually 200th Division was forced to abandon their positions, cutting their way through the
Japanese lines on 30th March, and passing through 22nd Division (now at Yedashe) into reserve
north of Pyinmana. Their fierce defence of Toungoo had, however, forced the Japanese to commit
the vanguard of 56th Division (which had just arrived at Rangoon by sea) to aid 55th Division in
their attack on the town.

The loss of Toungoo had another important consequence. In their rapid departure from the town,
200th Division had forgotten to blow the bridge over the Sittang (already mined by 1st Burma
Division) that gave access to the Toungoo-Mawchi-Bawlake road leading east right up to the
Chinese border. As a result, the Japanese 56th Division, under Lieutenant General Watanabe Masao,
put into 250 lorries, would be able to reach Lashio and, after a five hour battle, occupy the town on
29th April, capturing 40,000 tons of stores and cutting the Burma Road by which the Chinese armies
were receiving their supplies.

Introduction

This scenario will cover the capture of the airfield at Kyungon, involving not only the last elements
of 1st Burma Division, still waiting to evacuate, but the last British cavalry charge ever.

The scenario will feature the Chinese defending the airfield, supported by 23rd Mountain Battery
from 1 BURDIV firing over open sights, against the Japanese 143rd Regiment. As the Japanese
approach the Chinese lines, however, a column of cavalry from the Burma Frontier Force (under

160
Captain Sandy Sandeman, ex Central Indian Horse, which he had left for financial reasons) will
appear on their flank.

I am going to move Captain Sandeman’s attack back in time slightly so that we can fit both actions
into this one scenario. Captain Sandeman was actually patrolling the area when he accidentally ran
into the Japanese motorised column on their way to the airfield (perhaps thinking they were
Chinese: without his glasses on, he was very short-sighted). Historically, Captain Sandeman drew
his sabre and ordered his trumpeter to sound the charge, and his sixty troopers (mostly Sikhs) leapt
forward into combat, to be cut down by the Japanese before they resumed their advance.

Map and Terrain

The edge of the airfield is bordered by two embankments, each about three feet high. The outer
embankment (i.e. furthest to the west) carries the railway heading north; the other carries the road.

The terrain west of the railway embankment is rough terrain: there are several folds in the ground,
and the whole area is dotted with patches of trees and bamboo. There should definitely be areas
where men who are prone get good cover, and other areas where men who are advancing can get
fair cover.

The terrain east of the road embankment is cleared ground: the edge of the airfield. The very edge
of the table should contain the start of one runway, and a couple of brick and/or corrugated iron huts
providing some of the airfield’s buildings. Evil Umpire’s might like to include a hut or tanker full
of aviation fuel to make the scenario go off with a bang!

Special Rules

On the third appearance of the British Reinforcements card, Captain Sandeman’s men will appear
on the southern edge of the table, just west of the railway embankment. The cavalry are in column,
with their lead figures on the table and not under a Blind. Hand the Chinese player the British
Briefing, and tell him that it is now the cavalry’s turn to act i.e. the cavalry arrive on the table on the
third appearance of the British Reinforcements card and immediately get to act. The British
Reinforcements card now becomes the cavalry’s card for the rest of the game: assuming they
survive this turn!

Cavalry moving at a walk move as normal infantry, but add one dice. Cavalry charging, which can
only be in the turn in which they hope to contact their enemy, will double their dice rolled. It takes
one initiative dice to mount or dismount. Cavalry double their dice in close combat. The Bugle Call
card acts like a bonus move card for both sections, and this move may include a charge!

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each. The Rifle
Squad with the Japanese Company HQ also has no LMG, and will thus also fire with two dice
rather than three.

As the 200th Division is the best equipped Division in the whole Chinese army, their rifle squads
each have the usual LMG attached, and so fire with all the dice they have available. The separate
LMG teams of 4th Platoon may either act independently, moving as infantry and firing with two
dice, or may be attached to an infantry section adding one dice to its firing.

161
Objectives and Victory Conditions

The Japanese objective is to take the airfield. They win the game if they effectively destroy all
opposition on the table.

The Chinese objective is to defend the airfield. They win the game if they still hold the line of the
road embankment at the end of the game.

Note that if there are two players available for the Chinese side, one should command the Chinese
infantry. The other should command the British mountain artillery and, when it appears, the British
cavalry. If there is a separate British player available, he wins the game if the 23rd Mountain
Artillery successfully gets off the table having given the Chinese (in the Umpire’s view) adequate
support.

Initial Deployment

The Japanese enter the table from anywhere along the western edge. They enter under Blinds, and
may enter up to four Blinds per appearance of the Japanese Blinds card. They have available a total
of 3dAV Blinds.

The British and Chinese on the board at the start of the game may deploy on and anywhere east of
the railway embankment. They have 1d10 Blinds available (i.e. most of the men may already be
visible on table at the start of the game) plus one extra Blind for the British artillery.

The Cards

Game Cards Japanese Cards Chinese/British Cards


Tea Break Blinds Blinds
Big Man x 8 Chinese Big Men x 5
Company HQ Hesitant Commander
1st Platoon 1st Chinese Platoon
2nd Platoon 2nd Chinese Platoon
3rd Platoon 3rd Chinese Platoon
4th Platoon 4th Chinese Platoon
MMG Platoon Poor Fire Discipline
Support Company HQ
Engineer Platoon British Big Man x 1
Rally Artillery x 2
Scout British Rally
Heroic Commander British Reinforcements
Banzai-a i-ai!
Rapid Deployment British Reinforcements
British Big Man x 1
Bugle Call
Heroic Commander

162
Scenario 16: Map

163
Scenario 16: Chinese Briefing
You are Captain Yi of the 200th Infantry Division. As part of V Chinese Army, you have been
ordered south into Burma to help the British defend that country against the incursions of the
Japanese. You have been explicitly instructed, however, to be watchful of British incompetence and
treachery, as their current war effort has not proved very successful! You take orders from General
Tu and no-one else!

Your regiment (600th) is currently garrisoning an airfield near Kyungon. There are still some British
troops about, passing through on their way north after having been giving a pasting by the Japanese,
but they have not interfered with your defensive plans, and you have so far managed to ignore them
totally.

Yesterday, you managed to liberate enough supplies for your men to eat their first decent meal in a
week, so you are in good heart and ready for anything: especially as the rest of 200th Division is
currently in between you and the enemy!

Wait! What is this? A Japanese column is approaching from the west? Impossible: take that man
away and shoot him for incompetence!

Now you can hear gunshots yourself! Bring that man back and promote him immediately!

All troops to the defences! All troops to the defences!

Map and Terrain

The edge of the airfield is bordered by two embankments, each about three feet high. The outer
embankment (i.e. furthest to the west) carries the railway heading north; the other carries the road.

The terrain west of the railway embankment is rough terrain: there are several folds in the ground,
and the whole area is dotted with patches of trees and bamboo. There are areas where men who are
prone get good cover, and other areas where men who are advancing can get fair cover.

The terrain east of the road embankment is cleared ground: the edge of the airfield. The very edge
of the table contains the start of one runway, and a couple of brick and/or corrugated iron huts
providing some of the airfield’s buildings.

Objectives and Victory Conditions

Your objective is to defend the airfield. You win the game if you still hold the line of the road
embankment at the end of the game.

Special Rules

For the purposes of this game, you will command both the Chinese and British forces, even if
neither speaks the other’s language!

As you are the best equipped Division in the whole Chinese army, your rifle squads each have the
usual LMG attached, and so fire with all the dice they have available. The separate LMG teams of
4th Platoon may either act independently, moving as infantry and firing with two dice, or may be
attached to an infantry section adding one dice to its firing.

164
Initial Deployment

You may deploy your men (Chinese and British) on and anywhere east of the railway embankment.
You have 1d10 Blinds available for the Chinese infantry: so with a maximum of one platoon under
each Blind, some of your men may be visible on table at the start of the game. The British artillery
have their own Blind.

Elements of 600 th Infantry Regiment of 200th Infantry Division of V Army

Company HQ
Captain Yi (1d6)
1 x Rifle Section (8 men)

1st Platoon
Lieutenant Er (1d6)
4 x Rifle Section (8 men each)

2nd Platoon
Lieutenant San (1d6)
4 x Rifle Section (8 men each)

3rd Platoon
Lieutenant Si (1d6)
4 x Rifle Section (8 men each)

4th Platoon
Lieutenant Wu (1d6)
3 x LMG Team (2 men each)

Troops/Dice 0 1 2 3 4
200th Division 1, 2, 3 4 5 6+ -

Elements of British 23rd Mountain Battery of 1 BURDIV

Lieutenant Pat Carmichael* (1d6)


2 x 3.7” Mountain Howitzer (5 crew each)

Each howitzer comes with an 8-mule transport team.

165
Scenario 16: British Reinforcements Briefing
You are Captain Sandy Sandeman of the Burma Frontier Force. Financial reasons forced you to quit
the Central Indian Horse and move across to Burma, but you have found that Burma suits your way
of life very well, and have asked your chums in the CIH to send across a set of hog spears as soon
as possible: there are plenty of pigs for the sticking here!

You are currently astride your favourite polo pony at the head of a column of Sikh troopers
patrolling in the region of Kyungon. A short time ago, you heard firing from the north, and have
ridden “to the sound of the guns” to investigate. You suspect that it is only the Chinese letting off a
few rounds at the local wildlife to augment their supplies, but you suppose that you should check it
out anyway. Might be able to pick up a side of pork without having to run it down first, eh?

As you get closer to the noise, near the airfield at Kyungon, you can see some Chinese apparently
shooting at it. What on earth is going on? Surely they know that live fire exercises shouldn’t be
practised near aviation fuel! Hang on a second…you slip your glasses onto the end of your
nose…they aren’t Chinese: they’re Japs…and you’re almost right on top of them!

You draw your sabre. Trumpeter? To me, and bally well sound the charge!

The Situation

Your figures are placed on the edge of table now, and immediately get to act. You have only
seconds to decide what to do…

Special Rules

Cavalry moving at a walk move as normal infantry, but add one dice. Cavalry charging, which can
only be in the turn in which they hope to contact their enemy, will double their dice rolled. It takes
one initiative dice to mount or dismount. Cavalry double their dice in close combat. The Bugle Call
card acts like a bonus move card for both sections, and this move may include a charge!

Elements of the Burma Frontier Force

Captain Sandy Sandeman* (1d6)


2 x Cavalry Section (each 8 men)

Troops/Dice 0 1 2 3 4
BFF Mounted Troops 1, 2, 3 4 5, 6 7, 8 -

166
Scenario 16: Japanese Briefing
You are Captain Itchi of the second battalion, 143rd Regiment, 55th Division. It is March 1942, and
you are part of the Japanese force that has invaded southern Burma in order to overthrow British
rule there.

Rangoon has fallen, and the British are in full retreat. So desperate are they that they have had to
rely on their Chinese allies to bolster up their crumbling defences. 55th Division is currently
striking north towards Yeshade, and has encountered the Chinese at Toungoo. Just north of
Toungoo is a small airfield at Kyungon. Your men have been loaded into lorries (kindly provided
by both the Emperor and Mr Churchill!) and sent in a wide encircling movement to take Kyungon
airfield, so cutting the Chinese line of retreat.

Your column is now approaching the airfield, and you have ordered most of your men to dismount.
Today will see another glorious victory for the 143rd Regiment: the Chinese may be as numerous as
ants, but they cannot fight like the Japanese!

Map and Terrain

The edge of the airfield is bordered by two embankments, each about three feet high. The outer
embankment (i.e. furthest to the west) carries the railway heading north; the other carries the road.

The terrain west of the railway embankment is rough terrain: there are several folds in the ground,
and the whole area is dotted with patches of trees and bamboo. There are areas where any of your
men who are prone get good cover, and other areas where men who are advancing can get fair
cover.

The terrain east of the road embankment is cleared ground: the edge of the airfield. The very edge
of the table should contain the start of one runway, and a couple of brick and/or corrugated iron huts
providing some of the airfield’s buildings.

Objectives and Victory Conditions

Your objective is to take the airfield. You win the game if you effectively destroy all opposition on
the table.

Initial Deployment

You enter the table from anywhere along the western edge. You enter under Blinds, and may enter
up to four Blinds per appearance of the Japanese Blinds card. You have available a total of 3dAV
Blinds.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each.

The Rifle Squad with your Company HQ also has no LMG, and will thus also fire with two dice
rather than three.

167
Elements of 143rd Regiment

Company HQ
Taii Itchi (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Chui Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Shoi San (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Shoi Chi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

4th Platoon
Gunso Go (1d6)
1 x Rifle/LMG Squad (8 men)
1 x Rifle/Mortar Squad (10 men)

Support Company HQ
Taii Roku (1d6)
1 x Rifle/LMG Squad (10 men)

MMG Platoon
Gunso Shichi (1d6)
4 x MMG (5 crew each)

Attached Engineers
Shoi Hachi (1d6)
4 x Rifle/LMG Squad (10 men each)

Attached Transport
Although most of your men have already
dismounted, you have up to 8 trucks Troops/Dice 0 1 2 3 4
available up front with you now. One Infantry 1, 2 (1) 3, 4 5, 6 7+ -
truck can hold one section.
Engineers 1, 2 (1) 3, 4 5, 6 7+ -
Note All your infantry are fanatical: they get +25% dice
The ranks of your Big Men are given in in melee, never surrender, and need not take
Japanese. A Taii is a Captain; a Chui is a prisoners. They also get a minimum of one firing dice
1st Lieutenant; a Shoi is a 2nd Lieutenant; even if reduced to zero initiative dice.
and a Gunso is a Sergeant.

168
Scenario 17: Shwedaung
Game Briefing
By 27th March 1942, the British, now re-organised as BURCORPS under General Slim, had
assumed new positions slightly further north of Okpo. 17th Division, now under General Cowan; 7th
Armoured Brigade; and 63rd Brigade were at Prome. 16th Brigade were slightly forward between
Prome and Sinmizwe; with 1st Gloucestershire (now re-organised as the divisional reconnaissance
battalion) up front around Paungde. The left flank (i.e. to the east) was protected by various Field
Force units; the right, on the Irrawaddy river, watched by Force Viper and an infantry detachment.
Further north, 1st Burma Division held the Thayetmyo-Allanmyo-Kyaukpadaung area.

On 26th March, however, Slim had received orders to relieve the pressure on 200th Chinese Division
at Toungoo by an attack on the Irrawaddy axis (Stilwell, unaware that the Japanese 56th Division
had arrived in Rangoon by then, thought they were troops from the Irrawaddy area). Slim gave the
task to 17th Division, so Cowan formed a striking force (known as Strike Force!) under Brigadier
Anstice (of 7th Armoured Brigade) consisting of the 7th Hussars; 414th Battery RHA (the Essex
Yeomanry); 14th Field Company of engineers; 1st Cameronians; 2nd Duke of Wellington’s; 1st
Glosters; and a company of 1st West Yorks. All infantry units were considerably under strength,
with the combined infantry numbers adding up to only about 1½ battalions.

Strike Force was ordered to drive south and capture Paungde on the 29th and Okpo on the 30th, with
Nyaungzage also occupied to protect the right flank against a mixed force of Burmese and Japanese
reported to be advancing up the river bank. The Japanese, however, had already begun their own
advance north: 33rd Division heading up the Prome road in their favourite “scorpion” formation, one
regiment either side of the main axis of advance. 214th Regiment were on the right (i.e. to the east),
and 215th Regiment on the left.

First clashes were on 28th March,


N when 1st Glosters ran into the
PAUKKAUNG
leading elements of 214th
PROME
HMAWZA Regiment at Paungde. The
Glosters withdrew so that the town
could be properly attacked the
PADAUNG
next day by the whole force.
SINMIZWE
SHWEDAUNG
That attack duly went in, and
much progress was made, but the
IRRAWADDY
PADIGON
214th had themselves attacked D
RIVER
Company of the Glosters at
Padigon, a little to the north-west,
PAUNGDE
NYAUNGZAYE and surrounded them. A counter-
attack broke through to the
KYANGIN
company, but almost immediately
I Company of the Dukes, a little to
ZIGON
the south, reported that they too
were under heavy attack.

Unfortunately, it was then also


OKPO
discovered that 2nd Battalion, 215th
regiment (under Major Sato
Misao), along with 1,200 men

169
from the Burmese Independence Army, had looped round behind Strike Force (by crossing and re-
crossing the Irrawaddy and so avoiding the British troops at Nyaungzage) and taken Shwedaung,
threatening to cut them off from Prome entirely. Following their usual custom, the Japanese had set
up road blocks both north and south of Shwedaung.

Cowan immediately ordered Strike Force to disengage at Paungde and fight their way back to
Prome. At the same time, two battalions (4/12th Frontier Force Regiment and 2/13th Frontier Force
Rifles) would attack from the north to aid their attempt; and 48th brigade would advance a little
south to cover any Japanese advance along the railway line.

During the afternoon of 29th March, 4/12th FFR encountered the 1,200 men of the BIA at a small
village about a mile north of Shwedaung and hammered them badly. Sixty were killed, including
their two Japanese liaison officers; seventy captured; 300 wounded; and 350 deserted. The most
they could number after the battle was 600 effectives, and the BIA never directly fought the British
again.

Meanwhile, at last light on the 29th, Strike Force made its first attempt to break through Shwedaung.
Two troops from C Squadron, 7th Hussars, supported by 1st West York’s, went forward, and
although the first troop made it through, the second was intercepted and halted by Japanese with
petrol bombs.

Lieutenant M.J.E. Kildair “Husky” Patteson was dragged from his tank, beaten with sticks, and then
tied to the Japanese roadblock (made from ether an overturned British ambulance or tree trunks,
depending on which account you read) right under the guns of his own artillery. Luckily the 25lbers
of D Troop, the Essex Yeomanry, under Major Tom Pereira, the battery commander, had spotted
him, and fired past the roadblock: creeping the barrage backwards until the block was shaken
enough for him to get free. He managed to make it back to the British lines by hiding in a herd of
stampeded heifers.

A second attempt to break through at 0200hrs on 30th March also failed, and the Japanese were able
to reinforce the village (a large one of mostly two-storey wood and bamboo buildings but with some
brick built) during the night.

Dawn on the 30th saw the British strung out in a mile-long column on the road leading into the
village: on an embankment, nose-to-tail, and often double-banked. The problem, as always, was that
the British trucks (and to a certain extent even the Stuarts) were restricted to travelling along a road:
and Strike Force consisted of 30 tanks; 20 guns towed by Quads; and 200 other vehicles.

At 0730hrs, the British tried and failed again: with some tanks toppling down the embankment near
where the road led to a bridge over a chaung at the approaches to the village. Another attack got
British infantry into the centre of the village, but they were forced to retreat when the Japanese cut
in behind them and attacked the queue of vehicles still to the south: the gunners of the Essex
Yeomanry defending their limbered guns with rifles before the Japanese were beaten off. The
situation was not improved by the appearance of six Japanese aircraft that strafed the column. An
attack from the north by 4/12th FFR and 2/13th FFR, supported by 2RTR and 1st Indian Field
Regiment was also unsuccessful.

At around noon, A and B Squadrons of 7th Hussars and the vehicles of Headquarters Strike Force
bypassed the village over very rough ground and managed to get away: losing four tanks and
numerous trucks in the process and suffering heavy casualties. By the time they broke through, all
their tanks were entirely out of ammunition.

170
This still left C Squadron, 7th Hussars, less one troop, the Essex Yeomanry, and most of the infantry
still in or south of the village. The infantry commanders decided that there was nothing for it but to
try one last break through with everything they had left: and the column thundered forward.

Utter chaos ensued. The bridge over the chaung already mentioned was now blocked by a KO’d
tank, so led by another tank the column (mixed tanks, lorries, Quads towing 25lbers etc) slammed
down into the chaung, a drop of some five feet, and then drove along the monsoon ditch that
bordered the road looking for a way up back on to the road. Both sides were firing everything they
had at each other, but the Japanese could not hit more than the canvas forming the top of the trucks
as they drove along the ditches.

Bursting back onto the road, some of the lorries having to be nudged over the lip of the
embankment by tanks, the column came under renewed fire from a Japanese machine gun team in
the last house on the north side of the village. A 25lber was blown off the road, but a Lieutenant
Simcox led a party of men down to the gun, unlimbered it, and used their last shell to blow the
house and machine gun team to smithereens! The remains of the column then limped north back to
Prome.

Strike Force’s abortive attempt to challenge the Japanese advance had cost ten tanks; two 25lbers;
over 200 vehicles and 400 casualties.

Introduction

This scenario will approximate the final attempt of Strike Force to break through the Japanese
forces at Shwedaung and make their way north to safety. Despite the fact that it actually occurred
earlier than the events portrayed in the scenario, I am also including Lieutenant Patteson’s episode
with the roadblock: it’s too good a story to miss!

The British will begin the game off table to the south, but with the odd infantry section in the centre
of the village. The Japanese will start the game on table but around the outside of the table, in a sort
of horseshoe shape, open end pointing south. The British will have to get as much of their force
from one side of the table to the other.

Map & Terrain

The blue areas on the southern edge of the board are paddy fields. Infantry suffer a –1” penalty to
movement for each dice rolled when moving through paddy fields. If any wheeled vehicle drives
through paddy fields, it bogs down if any of the dice it rolls for movement are 5’s or 6’s: move the
vehicle the distance shown on the other dice, it bogs down at that point. Tracked vehicles bog down
only if any dice rolled are 6’s. A bogged down vehicle cannot move until it rolls another ‘6’ on a d6
to free itself (one roll per initiative dice used to free itself).

The road is built up on an embankment that is about three feet above ground level. On either side of
the road is a monsoon trench. For most of the road, this trench is about two feet deep and about
three feet wide i.e. big enough to give cover to infantry, but too small for a vehicle. Where the
trench is shown as being wider (on the west side by the bridge), the monsoon trench is deeper and a
lot wider: big enough for a Stuart, a truck or a Quad towing a 25lber to drive along. If they do so,
only the very top of the vehicle is visible, so they should receive excellent cover benefits. Note that
the drop down into this section of the monsoon trench is very steep (about five feet almost straight
down!), and that the northern end has a sort of accidental ramp (where the sides have collapsed) that
will allow a vehicle to get back onto the road. It costs a vehicle one initiative dice to enter and leave

171
the wider section of the monsoon trench, and they can only do so at the northern and the southern
end.

The wide brown line running east-west is a chaung, or dried up river bed. The only safe way for a
vehicle to move down into the chaung is via the southern end of the wider section of monsoon
trench, and then an abrupt left of right turn. Any vehicle passing under the bridge gets stuck on a
roll of ‘6’ on a d6. The bottom of the chaung is so rough, that movement for foot and vehicles is
halved. Infantry must spend an initiative dice to scramble down or climb up the walls.

The bridge is a solid steel girder affair. There is a burned out Stuart jammed across it. Another
Stuart lies disabled (it has thrown a track) at the bottom of the embankment just south of the bridge.
Both Stuarts have been abandoned, but the disabled Stuart still has an operational gun and MMGs
(Heroic Leader card please!).

The brown lines with a white cross in the middle of the top half of the road is a roadblock made
from downed tree trunks. The white cross is the Big Man Lieutenant Patteson, who is tied to the
roadblock with rope. The roadblock can be smashed off the road by any vehicle that rolls over 7” of
movement in the action in which it impacts the block (the vehicle needs to get up some speed).
Lieutenant Patteson will suffer appropriate damage from any fire aimed directly at the roadblock,
but any artillery shells that land within 4” will loosen his bonds and allow him to escape. At that
point, the British player effectively gains a Big Man.

The village itself is a large one of mostly two-storey wood and bamboo buildings but with some
brick built. Any Japanese in buildings can be assumed to have barricaded themselves in. Any
Japanese troops not in buildings are in slit trenches, hurriedly dug over the previous night.

Note that neither side’s briefing gives all the details, above. The British will have to use their
initiative to work out how to deal with things such as getting past the Stuart and freeing Lt.
Patteson.

Initial Deployment

The British Column force begins the game off-table at the southern end of the road. They may bring
on an additional 1d3 Blinds each time the Blinds card appears until all their Blinds are on table.
They have a total of six Blinds at their disposal. The two sections of British infantry begin the game
in the monsoon trench to the east of the road just north of the bridge.

The Japanese forces begin the game under hidden Blinds in a horseshoe shape running around the
edge of the table starting at where the chaung hits the west edge of the table, running north, all
around the top edge of the table and down to the other, eastern, end of the chaung. The Japanese
should be approximately on the edge of the table, maybe a little way in. I am not going to specify
things more than that, as the size of your table and the way the you lay out the terrain will to a large
extent dictate the exact Japanese deployment. Umpires can ask the Japanese player where he would
like to position his troops, then make any adjustments that they feel will make a better game:
soldiers don’t always do exactly what they are told! Umpire’s wishing to replicate history should
place a house near the northern end of the road, and place a Japanese MMG in that house.

Special Rules

Up until they enter the table, the British may use some of the 25pdr’s in their British Column forces
as Off Table Artillery. Keep the British Off Table Artillery card in the pack until the last 25pdr has
entered the table (whether it is under a Blind or not). Each time the British Off Table Artillery card

172
comes up, the British may fire a section of two 25pdrs onto the table i.e. both must fire at the same
point.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each. The Rifle
Squads attached to the Japanese Company and Company Support HQs also have no LMGs and thus
also fire with two dice rather than three.

Objectives and Victory Conditions

The British objective is to exit as much of their force as possible off the northern edge of the table.
They have a total of 22 vehicles/guns; seven Big Men and 64 infantry in their force. Counting each
vehicle, gun or Big Man as five points and each infantryman as one point, that makes a total of 209
points. They achieve a draw if they manage to exit 100 points or more; they achieve a win if they
manage to exit 150 points or more.

The Japanese objective is to stop the British achieving their objective. They win the game if the
British only exit less than 100 points worth of their troops.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Big Man x 8 Big Man x 6 (7)
Company HQ 2nd Troop, 7th Hussars
1st Platoon 3rd Troop, 7th Hussars
2nd Platoon 1st Troop, Essex Ymnry
3rd Platoon 2nd Troop, Essex Ymnry
4th Platoon 1st Cameronians
MMG Platoon 2nd Duke of Wellington’s
Support Company HQ 1st Glosters
Anti- Tank Gun x 2 1st West Yorks
Rally Rally
Scout Dynamic Commander
Heroic Commander Heroic Commander
Banzai-ai-ai! Off-Table Artillery
Armoured Bonus Move
Vehicle Breakdown

173
Scenario 17: Map

174
Scenario 17: British Briefing
You are Major Tom Pereira of the Essex Yeomanry (actually 214th Battery, the RHA). It is March
1942 and you are currently in central Burma attempting to stop the Japanese driving British forces
out of the country. Your current assignment, as part of Strike Force, was to drive south from Prome
and attack the Japanese along the axis of the Irrawaddy in order to relieve the pressure on the
Chinese forces fighting the Japanese on the axis of the Sittang river. That assignment is now,
however, a distant memory, and all you are concerned about it getting as many of your men as
possible back to safety!

The problem is that as you advanced south, the Japanese swung in behind you, capturing the village
of Shwedaung. The bloody Burmese terrain means that British forces (especially your 25pdrs and
their tows) are largely restricted to moving along roads. Shwedaung sits astride the road that you
need to get back to Prome. This is not good, as Strike Force was intended as a large raiding party
not a full scale attack force, and you know that the Japs will soon launch overwhelming numbers
against you from further south, hoping to hammer you against the anvil of their forces in
Shwedaung.

The only thing to do is to break through the village, but the enemy have followed their usual habit
of establishing roadblocks to stop you doing so. Strike Force has spent the last half day trying to
smash through Shwedaung, but with only limited success.

The men under your command represent those that are still left south of the village. You must find a
way to get through the village and off the table to the north. You must: or you and those men
around you will spend the rest of the war building railways and learning to whistle “Colonel
Bogey”!

Introduction

This is a breakout scenario. Most of your men start the game off table to the south. You must get
them onto the table, through the village, and off the other side. This scenario requires you to use
your initiative to come up with solutions that will enable you to deal with the task facing you. As a
hint, you will have as many problems dealing with the terrain as you will the Japanese!

Oh, and you know the roadblock mentioned in your briefing? “Husky” Patteson has been captured
by the Japanese and tied to it!

Map & Terrain

Shwedaung is a large village of mostly two-storey wood and bamboo buildings but with some brick
built. The blue areas on the southern edge of the board are paddy fields. They are very hard going,
and any vehicles trying to get through them runs the risk of getting bogged down. The wide brown
line running east-west is a chaung, or dried up river bed

The road is built up on an embankment that is about three feet above ground level. On either side of
the road is a monsoon trench. For most of the road, this trench is about two feet deep and about
three feet wide i.e. big enough to give cover to infantry, but too small for a vehicle. Where the
trench is shown as being wider (on the west side by the bridge), the monsoon trench is deeper and a
lot wider. Note that the drop down into this section of the monsoon trench is very steep about five
feet almost straight down!

The bridge is a solid steel girder affair. There is a burned out Stuart jammed across it. Another

175
Stuart lies disabled (it has thrown a track) at the bottom of the embankment just south of the bridge.
Both Stuarts have been abandoned.

The brown lines with a white cross in the middle of the top half of the road is a roadblock made
from downed tree trunks. The white cross is Lieutenant Patteson, of the 7th Hussars, last seen trying
to break through the village in his Stuart tank, who is tied to the roadblock with rope.

Initial Deployment

The British Column force begins the game off-table at the southern end of the road. You may bring
on an additional 1d3 Blinds each time the Blinds card appears until all your Blinds are on table.
You have a total of six Blinds at your disposal. The other two sections of British infantry begin the
game in the monsoon trench to the east of the road just north of the bridge.

Special Rules

Up until they enter the table, you may use some of your 25pdr’s in the British Column force as Off
Table Artillery. Each time the British Off Table Artillery card comes up, you may fire a section of
two 25pdrs onto the table i.e. both must fire at the same point.

Objectives and Victory Conditions

Your objective is to exit as much of your force as possible off the northern edge of the table.

You have a total of 22 vehicles/guns; seven Big Men and 64 infantry in your force. Counting each
vehicle, gun or Big Man as five points and each infantryman as one point, that makes a total of 209
points. You achieve a draw if you manage to exit 100 points or more. You achieve a win if you
manage to exit 150 points or more.

Elements of Strike Force

British Column

From 2nd Troop, C Squadron, 7th Hussars


Lieutenant Palmer* (1d4)
3 x Stuart Tank

From 3rd Troop, C Squadron, 7th Hussars


3 x Stuart Tank

From 1st Troop, The Essex Yeomanry


Major Tom Pereira* (1d6)
2 x 25pdr Field Guns
2 x Quad Tows

From 2nd Troop, The Essex Yeomanry


Lieutenant Simcox* (1d4)
2 x 25pdr Field Guns
2 x Quad Tows

176
Platoon, 1st Cameronians
Lieutenant Angus Falconer Douglas-Hamilton (1d6)
3 x Rifle Section (8 men each)
3 x Trucks

Platoon, 2nd Duke of Wellington


3 x Rifle Section (8 men each)
3 x Trucks

Carriers, 1st Glosters


Lieutenant Peter Collister* (1d4)
2 x Carriers (LMG)

In Village

Platoon, 1st West York’s


Sergeant Victor Turner* (1d6)
2 x Rifle Section (8 men each)

At Roadblock

Lieutenant M.J.E. Kildare “Husky” Patteson* (1d6)

Troops/Dice 0 1 2 3 4
1st West Yorks 1, 2, 3 4 5, 6 7 8
1st Glosters 1, 2, 3 4 5, 6 7 8
2nd Dukes 1, 2, 3 4 5, 6 7, 8 -
Cameronians 1, 2, 3 4 5, 6 7 8
The Cameronians count as Stubborn Troops ,
and get a 25% bonus to dice defending in
Close Combat

Vehicle AC Weapon Speed


M3 Stuart “Honey” 5 5 Fast
Universal Carrier 2 LMG Fast
Quad Tow 0 n/a Wheels
Truck 0 n/a Wheels

177
Scenario 17: Japanese Briefing
You are Major Nasu Ichiro of 7th Company, 2nd Battalion, the 215th Infantry Regiment. You are
currently in central Burma as part of the force driving the British out of the country.

Your division is currently operating on the axis of the Irrawaddy River. The British, despite the fact
that they have been decisively evicted from Rangoon, are still strongly resisting your advance north.
Yesterday they launched a major attack south towards Paungde and, for a short time, it looked as if
they would take and hold the town.

Now, however, superior Japanese strategy has, as always, beaten them again. Your battalion has
been launched around the west flank of the British, crossing and re-crossing the Irrawaddy in the
process, and has gotten around their rear and blocked the attack force’s path of supply and retreat at
a village called Shwedaung. Unsurprisingly, the British attack force has now retreated, and has been
trying to break through your lines to safety since yesterday afternoon. They know that if the rest of
your division advances, they will be crushed between the division’s hammer and your anvil!

It is now early afternoon on 28th March 1942, and you can tell the British are ramping up for
another attempt to break through the village. They will fail again: you will make sure of that!

Introduction

Examine the terrain carefully, and you will see that Shwedaung is an ideal place to stop the British
retreat. Almost the only traversable path through the village is along the road that runs through its
centre: and you have that covered on both sides and the northern end. You have also blocked the
road with a tree-trunk roadblock and, as an extra incentive for the British to leave the block alone,
have tied a British officer (captured yesterday when his tank was disabled) to the roadblock! A
worthy fate for one who has lost all honour by allowing himself to be captured alive!

Map & Terrain

The blue areas on the southern edge of the board are paddy fields. They are difficult for both men
and vehicles to move through: enough to restrict any British advance to the road. The road is built
up on an embankment that is about three foot above ground level. On either side of the road is a
monsoon trench.

The wide brown line running east-west is a chaung, or dried up river bed, which is a further barrier
to any enemy troops seeking to move north. The bridge is a solid steel girder affair with a burned
out Stuart jammed across it. Another Stuart lies disabled (it has thrown a track) at the bottom of the
embankment just south of the bridge.

The brown lines with a white cross in the middle of the top half of the road represent your
roadblock, made from downed tree trunks. The white cross is the British officer that you have tied
to the roadblock...that should stop them ramming through it!

The village itself is a large one of mostly two-storey wood and bamboo buildings but with some
brick built. You can assume that any of your men in buildings have barricaded themselves in. Any
of your men not in buildings are in slit trenches, hurriedly dug overnight.

178
Initial Deployment

Most of the British force begins the game off-table at the southern end of the road. Your forces
under hidden Blinds begin the game in a horseshoe shape running around the edge of the table
starting at where the chaungs hits the west edge of the table, running north, all around the top edge
of the table and down to the other, eastern, end of the chaung. You will need to let the Umpire
know where you have ordered your men to position themselves. Assume your troops can be on the
table a bit, but not too far.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each. The Rifle Squads
attached to your Company and Support Company HQs also have no LMG and thus also fire with
two dice rather than three.

Objectives and Victory Conditions

Your objective is to prevent any British troops exiting the northern edge of the table. Each British
unit is worth a certain number of points: the British win the game if they exit enough points north,
you win the game if they don’t.

Elements of 2nd Battalion, 215th Regiment

Company HQ
Shosa Nasu Ichiro* (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Chui Takizawa* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Shoi Sakamaki* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Shoi Itchi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

4th Platoon
Gunso Ni (1d6)
1 x Rifle/LMG Squad (8 men)
1 x Rifle/Mortar Squad (10 men)

Support Company HQ
Taii San (1d6)
1 x Rifle Squad (10 men)

179
MMG Platoon
Heicho Shinsaku Honma (1d6)
4 x MMG (5 crew each)

AT Platoon
Shoi Chi (1d6)
2 x Type 94 37mm Anti-Tank Guns (4 crew each)

The ranks of your Big Men are given in Japanese. A Shosa is a Major; a Taii is a Captain; a Chui is
a 1st Lieutenant; a Shoi is a 2nd Lieutenant; a Gunso is a Sergeant; and a Heicho is a Lance
Corporal.

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
MMG 2 2 2 1 1
Infantry Section 3 - - - -

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

ATG Strike
Type 94 37mm ATG 5

180
Scenario 18: Kokkogwa
Game Briefing
Whilst Strike Force had been breaking through Shwedaung, Force Viper and the infantry
detachment guarding the west bank of the Irrawaddy at Padaung had been ambushed and
overwhelmed. The Japanese were therefore able to move along this bank of the river unchecked,
and by the evening of 30th March had reached a point opposite Prome itself. On the east bank of the
river, both sides were reorganising after the fighting around Shwedaung, and only patrol actions
took place during the 30th and 31st.

The British were now deployed as follows: 17th Division (under General Cowan) had 63rd Brigade
(Brigadier Barlow) at Prome, now in ruins as a result of extensive air attack; 16th Brigade
(Brigadier Jones) to the east of Prome roughly on a line with the road to Paukkang; 48th Brigade
(Brigadier Cameron) near Hmawza; and 7th Armoured Brigade (Brigadier Anstice) at Tamaguak.
1st Burma Division had 1st Burma Brigade further north at Dayindabo and 2nd Burma Brigade at
Allanmyo.

The Japanese launched a general attack against Prome at about midnight on 1st/2nd April 1942, and
215th Regiment used the bright moonlight to fight their way into the town, forcing 63rd Brigade to
retreat to positions astride the road and railway to the east. Meanwhile, 214th Regiment attacked
Hmawza, but were repulsed.

At about 3am, Cowan, expecting further attacks, ordered his men to withdraw north to the line of
the Nawin Chaung, a deep river valley. Then, however, he received reports that the Japanese had
sent a column through Prome straight for Dayindabo and, fearing that the terrain there (the trunk
road passed through 15 miles of forest reserve) was ideal for Japanese roadblock tactics, asked for
and received permission to march for Dayindabo immediately lest his whole force be cut off.

The retreat began at about 11.30am, with the division marching through intense heat and over dusty
roads: April is one of the hottest months of the Burmese year. Water was scarce and it proved
difficult to maintain march discipline around the infrequent water holes. No enemy were
encountered, and the division reached Dayindabo at about midnight. On the 3rd, they continued
their march north, reaching the Allanmyo area in late afternoon. There is, however, no evidence that
a Japanese column was heading for Dayindabo, and this shows how paranoid the British had
become about Japanese outflanking tactics.

Slim’s plan was to break contact with the enemy and establish a proper defensive line protecting the
oilfields around Yenangyaung and Chauk: an area on the east bank of the Irrawaddy about 120
miles north of Prome. Delaying positions would be established at Allanmyo; Sinbaungwe and on
the line of Minhla-Taungdwingyi; and Burcorps would stand and fight around the Yin Chaung river
valley, some twenty miles south of Yenangyaung.

The Japanese, on the other hand, were still determined to drive north with all dispatch, and on a
wide front that encompassed both the Chinese troops to the east and the British troops to the west.
On the right (the east), 56th Division, supported by a tank regiment, two battalions of artillery and a
motor transport battalion, would advance for Lashio by way of Bawlake, Loikaw and Hsipaw. In
the centre, 18th and 55th Divisions would advance along the main trunk road and railway towards
Mandalay, the former aiming to cut the Burma Road to the east of Mandalay, the latter to curl round
and pin the British against the Irrawaddy. To the left, 33rd Division would advance up the eastern
bank of the Irrawaddy, aiming to outflank the right end of the British line and head past it for
Shwebo.

181
During the first week of April 1942, the Allies established their plan for holding the Japanese: they
would make a stand on the line Minhla-Taungdwingyi-Pyinmana-Loikaw. Burcorps would hold a
forty-mile line Minhla to Taungdwingyi (a line far too long to be properly held on their own, but
promised help from the Chinese V Army never materialised); V Chinese army would hold the
Pyinmana area; and VI Chinese Army the Loikaw area.

Burcorps itself was disposed as follows: 2nd Burma Brigade would hold Minhla; 1st Burma
Division (now 1st Burma, 13th and 48th Brigades and 7th Armoured Brigade, and referred to as the
Corps’ Striking Force) was to hold the line of the road from Migyaungye to Kokkogwa; and 17th
Division (now 16th and 63rd Brigades) would hold the Taungdwingyi-Satthwa area. Slim’s plan
was for the Corps Striking Force to be able to concentrate and strike on whatever line the Japanese
chose for their advance, and to this end ordered reconnaissance to be carried out on all the tracks in
the area, and for an observation screen to be established some sixteen miles to the south.
Consciously or unconsciously, he was adopting exactly the scouting tactics of his enemy!

The Japanese plan centred around the capture of Yenangyaung and its vital oil fields. The 215th
Regiment would move towards Yagyidaw (half way between Lettet and Kokkogwa) and Kokkogwa
to protect the right flank of their advance; 213th Regiment and 33rd Mountain Artillery (less one
battalion) would move up the east bank of the Irrawaddy through Sinbaungwe and capture Magwe;
and 214th Regiment and the battalion from 33rd Mountain Artillery would cut the British line of
retreat by circling around Yenangyaung and seizing the ferry over the Pin Chaung river to the north
of the town. Their advance would begin on the evening of 9th April 1942.

First clashes were between patrols on the 10th April, and Bruce Scott, commanding the Corps
Striking Force, moved 1st Burma Brigade in accordance with the plan from Migyaungye eastwards
to attack in the flank any enemy forces approaching 13th Brigade at Thityagauk. The Japanese did

PIN CHAUNG YAMETHIN


YENANGYAUNG

NATMAUK

KAREN
NYAUNGBINYWA HILLS
SAGU
MINBU YIN
MAGWE CHAUNG
SAINGGYA
MYINGUN THITYAGAUK
MINHLA TAUNGDWINGYI
KOKKOGWA
MIGYAUNGYE ALEBO SATTHWA

PYINMANA MONGPAI
LETTET
SINBAUNGWE
LOIKAW

NAUNGPALE

ALLANMYO HPRUSO
ARRAKAN
YOMAS PEGU NAMHPE
THAYETMYO YOMAS
MOUNTAINS BAWLAKE
YEDASHE
DAYINDABO

IRRAWADDY TOUNGOO MAWCHI


RIVER
N PROME PAUKKANG
KEMAPYU

182
indeed probe the flanks of 13th Brigade on the 11th, but 1st Burma Brigade were unable to make
contact, occupying Alebo after dark. Meanwhile, however, the Japanese had attacked 48th Brigade
at Kokkogwa on the night of 11/12th April and penetrated deep into the village, but a counter-attack
on the 12th drove them out again, and held firm against another Japanese attack that night.

During the morning of the 12th, Scott became aware that the Japanese had occupied Sinbaungwe
and were moving north towards Migyaungye. Before he could get 1st Burma Brigade back there,
however, the company holding the village had been evicted, and efforts to re-capture it at dawn on
the 13th failed. By mid-morning, 1st Burma Brigade had to withdraw towards Sainggya to avoid
envelopment.

Slim was now sure that the Japanese were trying to work around his right flank, so he ordered Scott
to weaken his centre and send troops to reinforce Magwe and Myingun. Scott was then to withdraw
the rest of his division to north of the Yin Chaung river (the one beginning just north of Myingun)
and hold that line without fail: the next defensive line where water was available was the Pin
Chaung, north of Yenangyaung. Grumbling about having to retreat, the Gurkhas abandoned
Kokkogwa. The rest of the British line would move to conform to 1st Burma Division’s new
positions: by the night of 13/14th April 1942, Burcorps was now 1st Burma Division in the
Myingun-Sainggya-Yin Chaung area; 17th Division in depth along the Taungwingyi-Natmauk
road; and 2nd Burma Brigade at Minhla.

Introduction

This scenario will focus on the British counter-attack aiming to re-take Kokkogwa on the morning
of 12th April 1942. It is of interest mainly because 2RTR, in their Stuarts, fought Stuarts from 7th
Hussars that had been captured by the Japanese and repaired for battle.

A large party of Japanese have taken cover in a dried out nullah to the west of the village. They will
be attacked by a company of 1/4th Gurkhas, supported by tanks from B Squadron, 2RTR, and off-
table artillery from 2nd Battery 1st Indian Field Regiment. Shortly after the battle begins, the
Japanese will receive reinforcements in the shape of the captured Stuarts.

Map & Terrain

The table should represent the dried out and parched terrain of the Burmese April, and be
dominated by a wide and shallow nullah, or dried-out watercourse, running north-south. Infantry
may scramble into or out of the nullah at any point along its perimeter, but vehicles can only get
into and out of it where it is crossed by the road. Infantry moving within the nullah are penalised –
1” for each initiative dice rolled for movement. Any vehicle moving within the nullah that rolls a
‘1’ on any initiative dice rolled for movement has become bogged down; and can only be freed on
a roll of a ‘6’ on further initiative dice used for that purpose; two ‘1’s or more and the vehicle has
broken down and is immobilised for the rest of the game. The nullah is too deep for tanks within it
to take a hull-down position at its edge, although infantry can get very good cover there.

The road is more of a track, and gives no advantage to wheeled vehicle movement. The section
where it crosses the nullah is really only a flattened bit of track made from breaking down the walls
of the watercourse. It is therefore lower than the surrounding terrain.

The rest of the terrain, including the hill at the south-west corner, should be dotted with odd rocks,
dips, dried out bushes etc. Any infantry spending initiative dice to get cover should be able to find
it, and even tanks should be able to “hide” behind some of the terrain features.

183
Initial Deployment

The Japanese begin the game under un-concealed Blinds defending the nullah. They have 2dAv
Blinds at their disposal. The Japanese player should mark the positions of his forces on the map,
with the proviso that none can be west of the nullah. His men are not dug-in, as they have only
recently retreated to the nullah after their unsuccessful attack on Kokkagwa.

The Japanese reinforcements will appear as one Blind at the eastern edge of the road. They will
appear on the third appearance of the Turn Card. Hachimitsu is the Japanese for honey!

The British may enter the table anywhere on the western edge. They have 2dAV Blinds available,
and may bring on up to three Blinds each time their Blinds card appears.

Special Rules

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each.

The British have three off-table artillery fire missions available from two 3.7” howitzers from 2nd
Battery, 1st Indian Field Regiment.

The entire on-table Japanese force is subject to a stonk at the beginning of the game to represent the
damage they have taken in their original attack and retreating to the nullah.

Objectives and Victory Conditions

The British objective is to re-take the nullah and drive the Japanese off-table. They win the game if
it ends with no Japanese troops with initiative dice present in the nullah.

The Japanese objective is to hold the nullah. They win the game if it ends with Japanese troops with
at least one initiative dice present in the nullah.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 4 Big Man x 5
Company HQ Company HQ Gurkhas
1st Platoon 1st Platoon Gurkhas
2nd Platoon 2nd Platoon Gurkhas
3rd Platoon 3rd Platoon Gurkhas
Tank Platoon 4th Platoon Gurkhas
Vehicle Breakdown 1st Platoon, 2RTR
Banzai-a i-ai! 2nd Platoon, 2RTR
Heroic Commander Armoured Bonus Move
Rally Rally
Dynamic Commander
Off-Table Artillery

184
Scenario 18: Map

185
Scenario 18: British Briefing
You are Lieutenant Donald Day of 1st/4th “Prince of Wales’ Own” Gurkhas. It is central Burma,
April 1942, and you have been in the thick of fighting ever since the Japanese invasion began. The
1st/4th has been lucky so far: although you have seen plenty of action, you were on the right side of
the Sittang Bridge when it was blown, so although you have suffered casualties, you are still an
effective fighting force. As a comparison, you are now the largest part of a composite battalion
formed from 1/4, 1/7 and 3/7 Gurkha Rifles!

Burcorps is currently holding a line just below the vital oilfields of Yenangyaung. Your battalion is
holding the village of Kokkagwa, and has just repulsed a large Japanese attack. Your boys really
know how to give the enemy a bloody nose! A significant part of the attacking force have retreated
to a nullah, or dried-out watercourse, just to the west of the village, and you have been tasked with
shifting them before they can get regroup and get reinforcements. Some tanks from 2RTR have
been attached to your company to give you a bit of support, and you know the guns of an Indian
Field Regiment of artillery have been pounding them as well.

The Japanese force is a strong one, and not fully beaten yet: you will need to be careful how you
deal with them. Your men are grinning evilly and are ready to go: full of josh. Kaphar hunu bhanda
marnu ramro*!

Initial Deployment

You may enter the table anywhere on the western edge. You have 2dAV Blinds available, and may
bring on up to three Blinds each time their Blinds card appears.

Map & Terrain

The table represents the dried out and parched terrain of the Burmese April, and is dominated by a
wide and shallow nullah, or dried-out watercourse, running north-south.

The road is more of a track, and gives no advantage to wheeled vehicle movement. The section
where it crosses the nullah is really only a flattened bit of track made from breaking down the walls
of the watercourse. It is therefore lower than the surrounding terrain.

The rest of the terrain, including the hill at the south-west corner, is dotted with odd rocks, dips,
dried out bushes etc. Any infantry spending initiative dice to get cover should be able to find it, and
even tanks should be able to “hide” behind some of the terrain features.

Special Rules

The enemy force is subject to a stonk at the beginning of the game.

Objectives and Victory Conditions

Your objective is to re-take the nullah and drive the Japanese off-table. You win the game if it ends
with no Japanese troops with initiative dice present in the nullah.

*Gurkhali for It is better to die than be a coward.

186
Elements of 1/4th Gurkha Rifles and 2RTR

Company HQ
Lieutenant Donald Day (1d6)
1 x Carrier (MMG) Troops/Dice 0 1 2 3 4

1st Platoon, 1/4th Gurkha Rifles 1/4th Gurkhas 1, 2 3 4 5, 6, 7 8


Jemadar Bhanbhagta Ek (1d6) All your infantry are elite.
3 x Rifle Section (8 men each)

2nd Platoon, 1/4th Gurkha Rifles


Jemadar Gunji Dui (1d6) 0- 4- 8- 12- 16-
Infantry AT
3 x Rifle Section (8 men each) 4” 8” 12” 16” 24”
MMG 3 3 2 2 1
3rd Platoon, 1/4th Gurkha Rifles
Jemadar Lalbahadur Tin (1d6) Infantry Section 2 - - - -
3 x Rifle Section (8 men each)

4th Platoon, 1/4th Gurkha Rifles


Jemadar Gagan Sing Char (1d6) Vehicle AC Weapon Speed
3 x Rifle Section (8 men each) Carrier 2 MMG Fast
M3 Stuart “Honey” 5 5 Fast
1st Platoon, C Squadron, 2RTR
2 x Stuart “Honey”

2nd Platoon, C Squadron, 2RTR


2 x Stuart “Honey”

Off-Table Artillery
You have three fire missions available from two 3.7” howitzers from 2nd Battery, 1st Indian Field
Regiment.

Gurkhas prefer the kukri to the bayonet, they can cut a man in half with it. A standard blow is cross-
cut to the shoulder. They cut off heads. It is a terrifying weapon, and used in the hand of the Gurkha
is lethal. I have used the kukri in anger only once. I was using it to sharpen a pencil by a haystack,
and a Jap suddenly appeared round the corner, and I had to hit him with my kukri as I had nothing
else to attack him with. My orderly was so convulsed with laughter at my ineptness, he failed to
dispatch the chap quickly. The Gurkhas have a strange sense of humour. I made a mess of him, and
my orderly finished him off.
Lieutenant Donald Day

187
Scenario 18: Japanese Briefing
You are Major Mugita, commanding 1st Battalion, 215th Regiment. It is April 1942 and you are
currently operating in central Burma, aiming to drive the British out of their positions protecting the
oilfields at Yenangyaung. These oilfields must be captured intact if enough fuel is to be secured for
your advance to continue unchecked.

Your battalion was tasked with capturing the village of Kokkagwa, but things have not necessarily
gone to your advantage. The enemy’s Indian soldiers encountered there have fought like oni
demons, and your first attack has been beaten off with heavy loss.

You narrowly escaped being killed, yourself, but have managed to gather together enough of a
company to make a second attempt to take the village. Your force is currently sheltering in a nullah,
a dried up watercourse, near the village, waiting for reinforcements to arrive. The trouble is, you
don’t think the British are going to give you any time to regroup, as you can hear tank engines and
the pitter-patter of oni feet in the distance...

Initial Deployment

Your men begin the game under un-concealed Blinds defending the nullah. They have 2dAv Blinds
at their disposal. You should mark the positions of your force on the map, with the proviso that
none can be west of the nullah. Your men are not dug-in, as they have only recently retreated to the
nullah after their unsuccessful attack on Kokkagwa. Your reinforcements will appear as one Blind
at the eastern edge of the road.

Map & Terrain

The table represents the dried out and parched terrain of the Burmese April, and is dominated by a
wide and shallow nullah, or dried-out watercourse, running north-south.

The road is more of a track, and gives no advantage to wheeled vehicle movement. The section
where it crosses the nullah is really only a flattened bit of track made from breaking down the walls
of the watercourse. It is therefore lower than the surrounding terrain.

The rest of the terrain, including the hill at the south-west corner, is dotted with odd rocks, dips,
dried out bushes etc. Any infantry spending initiative dice to get cover should be able to find it, and
even tanks should be able to “hide” behind some of the terrain features.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each.

On the third appearance of the Turn Card, you will receive reinforcements: a small platoon of
tankers driving captured and repaired enemy Hachimitsu tanks.

Objectives and Victory Conditions

Your objective is to hold the nullah. You win the game if it ends with Japanese troops with at least
one initiative dice present in the nullah.

188
Elements of 1st Battalion, 215th Regiment

Company HQ
Shosa Mugita* (1d6)
1 x Rifle/LMG Squad (10 men)
1 x Rifle/Mortar Squad (10 men)

1st Platoon
Socho Fukuhara* (1d6)
3 x Rifle/LMG Squad (10 men each)

2nd Platoon
Gunso Yoshiro Tsukagoshi* (1d6)
3 x Rifle/LMG Squad (10 men each)

3rd Platoon
Heicho Shiro Tokita* (1d6)
1 x Rifle/Mortar Squad (10 men)
1 x Anti-Tank Rifle (2 crew)

Reinforcements (arrive on the third appearance of the Turn Card)


2 x Hachimitsu Tanks (captured from the enemy)

The ranks of your Big Men are given in Japanese. A Shosa is a Major; a Socho is a Sergeant Major;
a Gunso is a Sergeant; and a Heicho is a Lance Corporal.

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
MMG 2 2 2 1 1
Infantry Section 3 - - - -
Anti- Tank Rifle 4 3 2 2 1

Vehicle AC Weapon Speed


Hachimitsu Tank 5 5 Fast

189
Scenario 19: Myingun
Game Briefing
By the night of 13/14th April 1942, Burcorps was now 1st Burma Division in the Myingun-
Sainggya-Yin Chaung area; 17th Division in depth along the Taungwingyi-Natmauk road; and 2nd
Burma Brigade at Minhla. 7th Armoured Brigade was split between the two divisions: with 7th
Hussars going to 17th Division and 2RTR with 1st Burma Division.

With the threat of a Japanese advance up the east bank of the Irrawaddy and around the right flank
of the British line all too apparent, on the morning of 13th April 1942, the 2nd Battalion, King’s
Own Yorkshire Light Infantry, now only about 300 men strong, had been ordered to move quickly
to the area of the village of Myingun and hold it until reinforcements from 1st Burma Brigade
reached them on the 14th. The battalion had been at Yenangyaung since the end of March, but had
received no supplies or reinforcements. As one officer put it: “no ammunition or equipment, no
clothing and seemingly, no interest”. One account states that on receiving their orders to cover the
withdrawal of Burcorps at Myingun, they suffered 59 desertions and a suicide. The Battalion HQ
and three companies would be taken to the village on the back of tanks from 2RTR, with D
Company, the mortars, MG’s and the transport following on behind on foot.

The main body of the battalion arrived at Myingun at around 6pm, and Colonel Chadwick, now
commanding, ordered a perimeter set up around a small tank, or reservoir, about 600 yards from the
village. Dark fell as the men were getting into position: a dark broken only by the light from nearby
burning villages, set alight by the advancing Japanese. Meanwhile, D Company and the battalion’s
support companies had arrived at a tiny village nearby called Toksan, but there halted as their guide
could not find the way to the rest of the battalion in the dark! As it happened, their bivouac was
only some 500 yards from the main position.

At dawn the next morning (the 14th) firing was heard at the main position from the vicinity of
Toksan. The Japanese had attacked D Company and captured the battalion’s transport and support
weapons. This was obviously a serious matter: the transport (seven lorries, ten mule-drawn carts)
contained the Vickers machine guns, mortars, tools, all the rations, the ammunition reserve, and
much equipment. A and C Companies (35 and 60 strong respectively) were immediately tasked
with re-taking it: A Company would attack from the west, C Company from the north.

A Company, under Captain H.M. Green, crept forward using the bushes by the road as cover, but
were spotted and fired upon. They opened up and pinned the Japanese down, whilst C Company
charged forward with the bayonet and cleared the enemy from the trucks and carts. Unfortunately,
the Indian drivers had taken the keys with them when they abandoned the lorries, and many mules
were dead or wounded. A Japanese counter-attack, some 300 strong, was held off by C Company
whilst A Company rescued two carts, but that was all that could be retrieved. Colonel Chadwick
then moved the battalion’s position to another small village, one with better cover, and there they
waited out the rest of the day, surrounded by Japanese troops apparently reluctant to assault the
British perimeter over several hundred yards of open ground.

That night, after several attempts to make contact with Divisional HQ, as the Japanese were
obviously gearing up for an attack, Chadwick decided that he had waited long enough for 1st
Brigade to arrive (in fact Bruce Scott, commanding the division, had made great efforts to get a
signal or a messenger through to 2 KOYLI, telling them to retreat, but all attempts had failed) and
led his men on a silent night march through the Japanese lines and over the Yin Chaung. The only
casualties taken were from friendly fire as they crossed the river. The battalion now numbered only
around 150-200 men, but again they had delayed the Japanese advance.

190
Introduction.

This scenario will focus on 2 KOYLI’s actions at Myingun. I am going to slightly truncate distances
so that both the main part of the battalion and their transport column can fit onto the same standard
sized wargames table: the real distance between them was about 500 yards, which is 150” or 3.8m.
on the gaming table at 15mm scale. The game will, however, feature all the troops that were
available to both sides, but if this proves too big a game for resources available, halve the number of
platoons on both sides.

The scenario will start with the Japanese attack on the transport column, a turkey-shoot ambush,
and then feature 2KOYLI’s attempt to rescue the column, and finally the Japanese counter-attack on
the rescue party. It will involve a lot of movement along the length of the board, which should be as
long as your wargames table will allow.

Map & Terrain

The main position of 2 KOYLI is at the western end of the table: shallow trenches and scrapes dug
(with bayonets) around the edge of the “tank”. A rough track leads across a wide expanse of rough
open ground into an area of dry bush forest. The open ground is covered in odd patches of scrub and
rocky ground, and provides cover for prone infantry provided they spend an initiative dice getting
into it.

The dried-out bush forest consists of areas of low (head high) vegetation sprinkled with the odd
tree. Movement is penalised at –1”, and visibility is limited to 18 inches. Note that the small village
at the eastern edge of the table cannot be seen from the main KOYLI position. Troops can fire
through the vegetation, but their targets count as being in reasonable cover, even standing up.

Initial Deployment

The British will start on-table at the beginning of the game. A-C Companies will begin the game in
the main position at the tank. They will be under concealed Blinds, and will remain so until they get
near enough to any enemy troops for their Blinds to be placed onto the table.

The transport column will begin the game within the dry bush forest in the open area just west of
the village: the column was attacked just as it began to move off. The lorries will be on the road, the
hand-carts lined up to one side ready to follow them. The troops of A and D Companies can be
considered to be in column of march ready for the off: some in front, some to the sides and some
behind.. The drivers and the men of the MMG and Mortars companies are on board the lorries. All
figures in this area start the game on table, as the Japanese have already scouted their positions.

The Japanese ambush force will begin the game on table at the edge of the jungle around where the
British transport column is. They are not under Blinds and are in position to fire (see Special Rules,
below). All other Japanese forces will enter the table under Blinds at the south-east corner.

Special Rules

Do not give the Japanese player the map prior to the start of the game.

The British Support Weapon sections do not all have rifles. When firing with two or three initiative
dice, they therefore subtract the lowest dice rolled from their score. If they only have one initiative
dice available for firing, then they halve its score.

191
The Japanese Ambush Party will have one free shot at the British transport column and troops
immediately before the start of the game. Assume that the Japanese have crept forward into firing
positions, and that they will have Great shots at the British at close range. This should be very
messy, and result in the British beginning the game with the whole transport column either dead,
running away or about to run away! This opening volley will also cause the drivers and mule
handlers (what’s left of them) to flee as well. Note that any fleeing troops will head back to the
main battalion position. The Japanese Ambush Party can then not move from the stranded
trucks/carts until they spot or otherwise become aware of any other British troops. At that point,
they may move and fire at will, and may call for their reinforcements to arrive.

If the Japanese Ambush Party capture the British transport, they will then be at -1 to any spotting
attempts whilst they are busy looting the lorries and carts.

Once the Japanese Ambush Party has called for reinforcements, put the Turn Card into the pack.
The first Japanese reinforcement platoon will arrive on its third appearance, and another platoon
will arrive at each subsequent appearance until all available platoons are on table. All
reinforcements will enter the table under Blinds at the south-east corner.

The British lorries can only be started with the use of initiative dice to try and hotwire them. Each
initiative dice used for the purpose is rolled, and a lorry is started on a ‘6’. Historically, only
Captain Bootland managed to get one going (obviously not a skill learnt in the Officers Mess)
before being shot in the jaw by a burst of fire that also damaged the lorry’s engine so forcing it to be
abandoned. Evil Umpires might like to dictate that only Captain Bootland may use his dice to try
and start the lorries!

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each. The Rifle
Squad with the Japanese Company HQ also has no LMG and thus also fires with two dice rather
than three.

Objectives and Victory Conditions

The British briefing gives what the main position objective would have been if not for the attack on
the transport column i.e. to hold the position around the tank and delay any Japanese advance in the
area. They win the game, however, by getting as many of the trucks and carts back to the tank as
possible, and then holding their positions against any enemy attack. They win the game by doing
better than their historical counterparts i.e. by finishing the game in possession of the area around
the tank with more than two carts with them.

The Japanese objective in their briefing refers only to the capture of the British transport column,
but they win the game by capturing the British position at the tank. They draw the game by
preventing the British winning i.e. by stopping the British getting two carts back to the tank.

192
The Cards

Game Cards Japanese Cards British Cards


Tea Break Ambush Party Blinds
[Turn Card] Big Man x 2 Big Man x 9
6th Company Platoons 1 & 2 HQ Company
Rally Platoons 1-8
Main Party Support Weapons Platoon
Big Man x 5 Transport
8th Company Platoons 1 to 4 Dynamic Commander
6th Company Platoons 3 & 4 Heroic Commander
Engineer Platoons 1 & 2 Rally
Rally Rapid Deployment
Heroic Commander
Banzai-a i-a i
Blinds

© Egmont UK Ltd

193
Scenario 19: Map

194
Scenario 19: British Briefing
You are Colonel Chadwick, OC, 2nd Battalion, King’s Own Yorkshire Light Infantry. You have
resumed command of what’s left of the battalion after suffering a nasty bout of malaria. It is April
1942, central Burma, near a small village named Myingun.

The battalion has fought magnificently in the campaign so far, including being stuck on the wrong
side of the river at the disaster at the Sittang Bridge - was that only seven weeks ago? It is, however,
a mere shadow of its former self. Reduced to only 300 or so effectives, you are short on supplies,
short on ammunition, short on men...you’re even short on uniforms!

Nevertheless, when General Scott ordered you to move forward and hold the line against the
advancing Japanese, your men saddled up without complaint, positively eager to give the yellow
devils another hiding. At least that’s what you told that journalist chappie!

Your orders are to move to, and hold, the village of Myingun against an expected Japanese advance
against the division’s right flank: holding your position until reinforced by 1st Burma Brigade or
until you have expended your last bullet.

A, B and C Companies were ferried forward almost at once, riding on the back of Stuarts from
2RTR. God, those tanks seem to be the only thing holding the division together! The support
weapons and transport are following on in their lorries and with their carts (blessed be the mule!),
accompanied by D Company, and you have sent No.2 Platoon to direct them to the main battalion
position, which is around a tank, or reservoir, near Myingun.

It is now dawn on 14th April, and you really need to get your transport and, more importantly, the
support weapons up to the main position so that you can properly dig in. Retrieving your transport
and support weapons as soon as possible is a priority, as you cannot see how you could hold against
a significant Japanese attack without them.

Map & Terrain

The main position of 2 KOYLI is at the southern end of the table: shallow trenches and scrapes dug
(with bayonets!) around the edge of the tank. A rough track leads across a wide expanse of rough
open ground into an area of dry bush forest: the track leads to the village where your transport is
bivouacked. The open ground is covered in odd patches of scrub and rocky ground, and provides
cover for prone infantry provided they spend an initiative dice getting into it.

Initial Deployment

You will start on-table at the beginning of the game. A-C Companies will begin the game in the
main position at the tank. They will be under concealed Blinds, and will remain so until their Blinds
need to be placed onto the table.

The transport column will begin the game within the dry bush forest in the open area just west of
the village: it is about to move off. The lorries will be on the road, the hand-carts lined up to one
side ready to follow them. The troops of A and D Companies can be considered to be in column of
march ready for the off: some in front, some to the sides and some behind.. The drivers and the men
of the MMG and Mortars companies are on board the lorries. All figures in this area start the game
on table.

195
Special Rules

The British Support Weapon sections do not all have rifles. When firing with two or three initiative
dice, they therefore subtract the lowest dice rolled from their score. If they only have one initiative
dice available for firing, then they halve its score.

Objectives and Victory Conditions

Hold the position around the tank and delay any Japanese advance in the area. You win the game by
getting the transport column back to the tank, and then holding your position against any enemy
attack.

2 KOYLI: Main Position 2 KOYLI: Transport Bivouac

Headquarters Company No. 2 Platoon, A Company


Lieutenant-Colonel G.T. Chadwick* (1d6) Lieutenant J.A. Wellborne* (1d6)
Lieutenant A.E. Watts* (1d6) 2 x Rifle Section (6 men and 5 men)
1 x Rifle Section (8 men)
No. 7 Platoon, D Company
No. 1 Platoon, A Company Captain F. Miller* (1d6)
Captain H.M. Green* (1d6) 4 x Rifle Section (6 men each)
4 x Rifle Section (8 men each)
No. 8 Platoon, D Company
No. 3 Platoon, B Company 4 x Rifle Section (6 men each)
Captain L.A. Chapman* (1d6)
3 x Rifle Section (8 men each) MMG and Mortar Companies
3 x Support Weapon Sections (8 men each)
No. 4 Platoon, B Company
2nd Lieutenant G.C. Cranfield* (1d6) Transport
3 x Rifle Section (8 men each) 7 x Lorry and Drivers
10 x Carts, Mules, and Handlers
No. 5 Platoon, C Company
Captain G.S. Baxter* (1d6)
4 x Rifle Section (8 men each)

No. 6 Platoon, C Company


Captain A. Bootland* (1d6)
4 x Rifle Section (8 men each)

Troops/Dice 0 1 2 3 4
A, C, D Companies 1, 2 3 4 5, 6, 7 8
HQ, B and Support Companies 1, 2 3, 4 5, 6 7, 8 -

196
Scenario 19: Japanese Briefing
You are Major Ootomo of the 213th Infantry Regiment. It is April 1942, and you are currently
operating in central Burma, leading a force of men in a probe towards the right flank of the British
line defending the Yenangyaung oilfields.

Late last night, your scouts discovered the location of an enemy transport column that appeared to
have halted for the night. This meant two things to you: firstly, that here was an easy target
potentially rich in pickings of supplies; and secondly that there was some kind of British position in
the area. A position, moreover, that would have to be attacked and destroyed.

About a mile away from where you are now, your men are now in position to ambush the transport
column. Once they have brought back the enemy lorries etc, you must begin your search for the
enemy position.

Map & Terrain

The British have bivouacked their transport in a small cleared area just west of a small village in the
middle of a dried-out bush forest. The bush forest is really only an obstacle to spotting, as
movement through it is fairly easy, and the brush is not particularly resistant to bullets!

Initial Deployment

Your Ambush Party begin the game in position to shoot at the British transport as it prepares to
move off. Your main party begins the game off-table: if summoned, they will appear at the south-
east corner.

Special Rules

Your Ambush Party will have one free shot at the British transport column and troops immediately
before the start of the game. If their subsequent attack is successful, they will then prepare to take
the captured transport back to your main position.

If your Ambush Party spots any other British troops, especially any works that might indicate a
main position, then they may summon your main party for an assault.

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each. The Rifle Squad
with your Company HQ also has no LMG and thus also fires with two dice rather than three.

Objectives and Victory Conditions

Capture the enemy transport column and bring it back to your main position. Locate any enemy
works in the area: attack and capture them.

197
6th & 8th Companies, 2nd Battalion, 213th Infantry Regiment and Attached Engineers

Main Party (8th Company) Main Party (6th Company & Engineers)

Company HQ 3rd Platoon


Shosa Ootomo* (1d6) Heicho Masaichi Nagai* (1d6)
1 x Rifle Squad (10 men) 3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)
1st Platoon
Chui Jiro Inomata* (1d6) 4th Platoon
3 x Rifle/LMG Squad (10 men each) 1 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) 1 x Rifle/Mortar Squad (10 men)

2nd Platoon 1st Engineers


Gunso Sasaki* (1d6) 4 x Rifle/Engineer Squads (10 men each)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) 2nd Engineers
4 x Rifle/Engineer Squads (10 men each)
3rd Platoon
Gocho Hiroshi Ishikawa* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

4th Platoon
1 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

Ambush Party (6th Company)

1st Platoon
Shoi Koizumi* (1d6)
4 x Rifle/LMG Section (10 men each)

2nd Platoon
Gunso Nogami* (1d6)
4 x Rifle/LMG Section (10 men each)

The ranks of your Big Men are given in Japanese. A Shosa is a Major; a Chui is a 1st Lieutenant; a
Shoi is a 2nd Lieutenant; a Gunso is a Sergeant; a Gocho is a Corporal; and a Heicho is a Lance
Corporal.

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
Engineers 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

198
Scenario 20: Yenangyaung
Game Briefing
As 2 KOYLI desperately waited for reinforcement or an order to retreat, the rest of 1st Burma
Division was moving back again, this time to occupy the line of the Yin Chaung between the road
and the Irrawaddy river. There they stayed throughout 15th April, resting, and no contact was made
with the Japanese, who were consolidating their advance and, more critically, concentrating on
moving 214th Regiment around the British left flank. Scott could have ordered 1st Burma Division
to withdraw that night from the Yin Chaung, but he didn’t: Slim had asked him to hold his position
for as long as possible, in the hope that the Chinese would be striking at the Japanese to the east,
and he believed that the time would be better spent resting and regrouping his men.

Slim had by now decided that it was unlikely he could hold the Japanese south of Yenangyaung and
ordered the oilfields destroyed on 15th/16th April. His troops were in a bad state: morale was low,
and many battalions had been fighting for over two months with no reinforcements or rest. 1st
Cameronians, for example, could now only muster around 200 men. He had been trying to hold a
line far too long for the forces at his disposal, and had only agreed to do it on the expectation of
receiving an immediate reinforcement from the Chinese that had never arrived. Communication
could really only effectively take place by messenger or by using the radios in 7th Armoured
Division’s Stuarts; and it always seemed that there was enough motor transport available to tie the
British to the roads, but not enough to fulfil all their needs. Water was also now in short supply:
April is one of the hottest months in Burma, and the area around Yenangyaung arid and dry. Even
the mules were beginning to suffer: proper feed had long since run out.

The Japanese, on the other hand, had already received reinforcements (18th and 56th Divisions) and
had set up a reasonably effective supply line running from Rangoon, largely using the lorries and
trucks captured from the British earlier in the campaign!

KYAUKPADAUNG THAZI
ZAYETKON N
MEIKTILA
GWEGYO TAUNGGYI
KALAW HOPONG
PYAWBWE SHWENYAUNG

PIN CHAUNG YAMETHIN


YENANGYAUNG

NATMAUK

KAREN
NYAUNGBINYWA HILLS
SAGU
MINBU YIN
MAGWE CHAUNG
SAINGGYA
MYINGUN THITYAGAUK
MINHLA TAUNGDWINGYI
KOKKOGWA
MIGYAUNGYE ALEBO SATTHWA

PYINMANA MONGPAI
LETTET
SINBAUNGWE
LOIKAW

NAUNGPALE

199
The Japanese attacked 1st Burma Division on the Yin Chaung again at 1am on 16th April, and by
daylight both 1st Burma and 13th Indian Brigades had been driven back to the line of the main road,
with 2RTR fully occupied with stemming the Japanese advance. What Scott did not know was that
the Japanese had also penetrated the gap between his division and 17th Division (in depth along the
Taungwingyi-Natmauk track) by striking north through Thityagauk and Nyaungbinyma with 214th
Regiment, heading for a position astride the Pin Chaung north of Yenangyaung. Slim knew there
were Japanese in that area, but had been reluctant to order 17th Division to strike west as it might
mean they lost contact with Chinese V Army to their east.

In summary, as Slim and Scott had focussed on the right flank of 1st Burma Division on the
Irrawaddy, weakening the left and centre to do so, the Japanese had also struck at their left flank,
and found a way through: aiming to capture the only proper crossing north of the division’s position
over the Pin Yaung. 1st Burma Division was now about to be surrounded.

Scott and Slim began to realise what had happened late on the 16th, when 1st Burma Division’s
transport, rear element column, and its armoured escort (half of 2RTR and 1st West York’s; 414th
Battery RHA) tried to retreat north from Yenangyaung to Gwegyo. The Japanese let the advanced
guard of the column through, then cut the road between it and the main column with a roadblock.
An attempt to clear the block failed and the column ground to a halt. At the same time, the Japanese
seized the ford over the Pin Chaung behind the rearguard of the column, established a roadblock at
the small village of Twingon, and attacked Yenangyaung itself: driving its garrison (1st Glosters) to
the southern end of the town.

Once Scott became aware of the situation at Yenangyaung, he acted fast. Using 1st Burma Brigade
as a rearguard, he used what motor transport he had available to rush his reserve (known as
Magforce, and consisting of 1st Cameronians; 7th and 12th Burma Rifles; and 5th Mountain
Battery) north in order to link up with the Glosters and establish a defensive line at Nyaunhla (just
south of Yenangyaung) as a firm base from which to effect the next stage of his retreat. By the end
of the 17th, the Division and its remaining armour (mainly A Squadron, 2RTR, under Major N.
Bourne, who would win a DSO for the Yenangyaung action) was concentrated on the Irrawaddy
(they needed the water) just south of Yenangyaung. The good news, however, was that the transport
column and its escorts had managed to clear the roadblock north of Pin Chaung early on the 17th,
and had now reached Gwegyo.

Meanwhile, the 38th Chinese Division, the leading element of Chinese LXVI Army under
Lieutenant-General Sun Li-jen, had arrived at Kyaukpadaung, just north of Gwegyo. Educated at
the Virginia Military Institute, the general spoke English well, and was probably the best
commander the Chinese had. Although Chiang Kai-shek had changed his mind about allowing the
38th Division to support Burcorps, both Stilwell and General Sun agreed to ignore this order and
co-operate fully with Slim. Such was the relationship eventually built up that in later operations the
general would even be given command of British troops .

The most immediate concern was to break 1st Burma Division out of the Japanese circle around
Yenangyaung. At dawn on 18th April, two Chinese regiments, supported by those elements of 7th
Armoured Brigade that were north of the town (mainly C Squadron, 2RTR, under Major Mark
Rukin, MC) advanced forward to clear the ford through the Pin Chaung. At the same time, 1st
Burma Division attacked north: Magforce would drive north-east around Yenangyaung; with 13th
Brigade striking straight through the heart of the town. Both forces would meet at Twingon.

Although initially successful, Magforce soon got bogged down. By lunchtime, although they could
prevent the Japanese outflanking 13th Brigade’s advance, they had lost heavily, and only the
Cameronians (supported by the one remaining gun from 5th Mountain Battery that still had

200
ammunition) could still be classed as effective. 13th Brigade, on the other hand, supported by a
squadron of tanks, had reached Twingon, with 5/1st Punjab capturing a ridge to its east before
strong enemy counter-attacks drove them backwards. The other two battalions (1st Inniskilling
Fusiliers and 1/18th Garhwal Rifles) then attacked, but suffered heavily to establish a position just
south of the village. Two companies from the Inniskillings managed to work their way round
Twingon to the Pin Chaung, but then mistook the Japanese troops there for Chinese and were
captured.

This foothold, however, was enough for Scott to concentrate his division, and by nightfall all his
men were just south of Twingon. Contact with Burcorps was now only possible through the radio in
the command tank of A Squadron, 2RTR, and the division now found themselves in an area where
there was no water after a day’s fighting in intense heat. The Japanese still held the roadblock north
of the village and were still firmly established at the ford over the Pin Chaung: the Chinese,
supported by British guns and tanks, had reached the chaung, but some distance east of the ford.

It is worth quoting the description of the action around Yenangyaung from 2 KOYLI’s regimental
history: “Anyone who was in Yenangyaung on April 18 and 19, 1942 must have a clear picture of
what the hell of the Bible is really like and can realise how lightly the word is commonly used. The
heat from the sun was intense and there were no trees to give shade or green grass to relieve the
glare from the ground. Vast columns of greasy black smoke shot with red flames rose from the
burning oil, petrol and houses, and from the sky there fell gently flakes of black soot. Even the very
ground burned as the flaming oil flowed in slow streams down the ditches or collected in the
hollows. The mighty Irrawaddy itself was on fire as the film of burning oil spread and drifted
downstream. The air was thick and oppressive but as the water tanks had been emptied when the oil
plant was destroyed there was nothing with which to quench the torments of thirst. These soldiers
must have echoed the prayer of the rich man in hell, when he besought Abraham to send Lazarus
“that he may dip the tip of his finger in water and cool my tongue”.

During the night of 18th/19th April, the Japanese attacked Scott’s perimeter from every direction
except the east, but the British stood firm despite heavy casualties to 13th Brigade and their motor
transport. A dawn attack on the Japanese force holding the southern end of the ford failed, but by
noon a company of the 1st West York’s, supported by tanks, had managed to fight its way through
from the east to make contact with 1st Burma Division.

Unfortunately, a report was then received that the Japanese had got round the entire British line and
had been seen in Kyaukpadaung. If the report were true, then the whole of Burcorps risked being
surrounded and cut off from their supply routes to the north. It was, of course, Chinese troops that
had been seen, but as had happened before at Prome, the mere threat of encirclement was enough
for Slim to order every available man and tank he had to head north to defend Gwegyo. 1st Burma
Division would have to rely on the Chinese to help them get north of the Pin Chaung.

Scott had, however, by this time located a track passable by wheeled vehicles leading east towards
where the Chinese had breached the Japanese line. During the early afternoon, feeling he was
unable to wait any longer for a promised Chinese attack, he formed his remaining men into a
column (guns in front, then ambulances, then lorries, led by a spearhead of tanks and infantry) and
headed down the track for the Pin Chaung. Although under fire and eventually forced to abandon
their wheeled transport (and therefore their guns) when the track turned to sand, 1st Burma Division
managed to fight their way through to and across the chaung. With the tanks of 2RTR carrying the
wounded, by nightfall they were five miles north of Yenangyaung, heading for Gwegyo.

Meanwhile, the Chinese had attacked south as promised, just a little later than expected, and had
managed to fight their way through to Twingon, rescuing the 200 or so Inniskilling Fusiliers that

201
had been captured the day before. On the 20th, still supported by C Squadron, 2RTR, they attacked
again, driving into Yenangyaung itself, but withdrew that night as all indications were that the
Japanese would launch a major counter-attack at dawn the next day (correct: so far the Japanese had
only devoted 214th Regiment to the attack, but the rest of 33rd Division, 213th and 215th
Regiments, would arrive in the area during the 19th and 20th) retreating to Gwegyo in line with the
remains of 1st Burma Division.

Introduction

This scenario will focus on the Chinese attack on Twingon in the early afternoon of 19th April
1942. If successful, the attack will lead to the freeing of the two hundred or so Inniskillings taken
prisoner the day before.

Map & Terrain

The map represents one part of the village of Twingon, described by contemporary sources as
“straggling across a series of low ridges”. The larger buildings shown are industrial units servicing
the oilfields, and should be of brick and corrugated iron construction. The smaller buildings are
well-built bungalows. The easternmost (i.e. at the top of the map) road leading north leads to the
ford over the Pin Chaung. It is not good quality: more of a track than a road. The smaller track at
the bottom of the map if even worse quality: more of a flattened path.

The intervening terrain is very harsh: there should be no greenery on the table, just rock, dust and
grit. When the Vehicle Breakdown card is drawn from the pack, roll a d6 for any vehicle not on a
road. Any that roll a ’6’ have got temporarily bogged down and may not move on their next card,
although they may spot, shoot etc as normal. This effect only lasts one turn: they may move again
normally once they have lost one turn of movement. Any vehicle attempting to move up or down a
slope must also test in the same way, but rolling 2d6. If a single ‘6’ is rolled on either die, then
effects as above; if any double is rolled, then the vehicle is immobilised for the rest of the game.

The red triangle is a burning oil derrick. No man or vehicle can approach closer than four inches to
the flames, which are emitting dense black smoke that will count as a constantly renewing
smokescreen for the whole game. The wind is blowing to the north-west, but Umpires should feel
free to veer it through a point and back again if they feel it will make a better game!

The Japanese have set up a roadblock (the dotted red line) just as the track from the ford crests the
ridge. The roadblock comprises two overturned lorries.

Initial Deployment

The Chinese/British force enters the table along the track from the ford. They have a total of eight
Blinds at their disposal, which may be used as Real or False, and may bring on up to three Blinds
each time their Blinds card appears.

The Japanese start the game scattered around the table. The Roadblock Defence force should be
positioned lightly dug-in around the roadblock. 1st Platoon are resting in the buildings at the south-
east corner of the table. The Guard Platoon are guarding the large square warehouse to the west: the
building is full of captured British soldiers (the Inniskillings) and the MMG should begin the game
pointing at the doors of the building.

202
Objectives and Victory Conditions

The Chinese/British objective is to fight their way through to the building where the Inniskillings
are being held captive, and free them. They will therefore need to neutralise all Japanese opposition
on the table. The Japanese objective is to stop their opponents freeing the prisoners.

The Chinese/British force wins a victory if the Umpire judges that at the end of the game the
Inniskilling prisoners have either already been freed or will almost certainly be freed. Any other
result is a loss. The Japanese win the game if their opponents don’t!

Special Rules

The British prisoners will take no part in the game except as an objective.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each.

The Cards

Game Cards Japanese Cards Chinese/British Cards


Tea Break Blinds Blinds
Vehicle Breakdown Big Man x 4 Chinese Big Man x 5
Roadblock Platoon Hesitant Commander
Anti- Tank Gun Company HQ
1st Platoon 1st Chinese Platoon
Guard Platoon 2nd Chinese Platoon
Rally 3rd Chinese Platoon
Heroic Commander 4th Chinese Platoon
Banzai-a i-ai! Poor Fire Discipline
Rapid Deployment
British Big Man x 1
British Tanks
British Rally
British FOO
British Off- Table Artillery

203
Scenario 20: Map

204
Scenario 20: Chinese Briefing
It is April 1942. You are Captain Yi of the 113th Regiment, 38th Division, LXVI Army. Unlike the
majority of the army, your regiment has a noble and proud tradition, being based on the Salt Guards
who guarded the caravans crossing northern China. You have been serving in Mongolia for the last
few months, but have now been ordered south to aid the British in their so far futile attempt to stop
the Japanese advance into Burma.

How you hate the Japanese! Filthy barbarians hiding themselves beneath a thin veneer of
civilisation stolen from China!

Upon your arrival in Kyaukpadaung, General Sun asked you to take your men and strike south
towards Yenangyaung. A British force has got surrounded there and is trying to break out. You
were to help distract the Japanese, giving your allies an opportunity to escape.

Now the situation has developed into something slightly more interesting. After fighting your way
through to the river against which the British were trapped, you have discovered that a substantial
number of British soldiers have been taken prisoner and are being held in a small village just north
of Yenangyaung. You, and General Sun, will gain much face if these prisoners can be freed.

Your mission is now to fight your way into the village, destroy all Japanese opposition whilst
locating where the British soldiers are being held, and free them.

Introduction

The British, recognising the General’s considerable talents, have given you both armoured and
artillery support. What is more, the British officers in charge of these tanks and guns have been
ordered to “fully co-operate” with your decisions regarding the coming assault. Already you can see
that your men have begun to realise the esteem in which you are held by the westerners, and seem
determined not to let you down!

Initial Deployment

Your force enters the table along the track from the ford. You have a total of eight Blinds at your
disposal, which may be used as Real or False, and may bring on up to three Blinds each time your
Blinds card appears.

Map & Terrain

The map represents one part of the village of Twingon, described by contemporary sources as
“straggling across a series of low ridges”. The larger buildings shown are industrial units servicing
the oilfields, and are of brick and corrugated iron construction. The smaller buildings are well-built
bungalows. The easternmost (i.e. at the top of the map) road leading north leads to the ford over the
Pin Chaung. It is not good quality: more of a track than a road. The smaller track at the bottom of
the map if even worse quality: more of a flattened path.

The intervening terrain is very harsh: there is no greenery on the table, just rock, dust and grit. Any
vehicle that leaves the roads runs the risk of bogging down, particularly on slopes.

The red triangle is a burning oil derrick which is emitting dense black smoke that will count as a
constantly renewing smokescreen for the whole game. The wind is currently blowing to the north-
west.

205
The Japanese have set up a roadblock (the dotted red line) just as the track from the ford crests the
ridge. The roadblock comprises two overturned lorries.

Special Rules

For the purposes of this game, you will command both the Chinese and British forces. One of your
senior officers speaks English.

As you are a well equipped division, your rifle squads each have the usual LMG attached, and so
fire with all the dice they have available. The separate LMG teams of 4th Platoon may either act
independently, moving as infantry and firing with two dice, or may be attached to an infantry
section adding one dice to its firing.

Objectives and Victory Conditions

Locate the building where the Inniskillings are being held. Neutralise all Japanese opposition on the
table and free the prisoners. You win a victory if the Umpire judges that at the end of the game the
Inniskilling prisoners have either already been freed or will be freed. Any other result is a loss.

Elements of 113th Chinese Regiment, 38th Division, LXVI Chinese Army

Company HQ
Captain Yi (1d6)
1 x FOO (in carrier)
1 x Rifle Section (8 men) Troops/Dice 0 1 2 3 4

1st Platoon 113th Regiment 1, 2, 3 4 5 6+ -


Lieutenant Er (1d6)
4 x Rifle Section (8 men each)
Vehicle AC Weapon Speed
2nd Platoon Carrier 2 LMG Fast
Lieutenant San (1d6)
4 x Rifle Section (8 men each) M3 Stuart “Honey” 5 5 Fast

3rd Platoon
Lieutenant Si (1d6)
4 x Rifle Section (8 men each)

4th Platoon
Lieutenant Wu (1d6)
3 x LMG Team (2 men each)

Attached Tanks from C Squadron, 2RTR

Captain Plough* (1d6)


4 x Stuart “Honey”

Off-Table Fire Support

You have three fire missions from two 25pdr guns at your disposal. These can only be called in by
Captain Plough or the attached (English) Forward Observation Officer.

206
Scenario 20: Japanese Briefing
You are Captain Ishibahi of the Headquarters Battalion of 214th Regiment. It is April 1942, and
once more the Imperial Japanese Army has the gaijin between a rock and a hard place!

With a bold, spear-like thrust through the centre of the British line, your regiment has trapped what
looks like the remains of a whole enemy division against the Irrawaddy and one of the many
chaungs flowing from it. They have been trying to break out for the last few days, but have so far
only succeeded in moving north by a few hundred yards. Even better than that, yesterday your men
managed to capture almost 200 enemy soldiers without firing a shot! Initial interrogations revealed
that the enemy soldiers had thought your men were Chinese infantry coming to help them! Things
must be desperate for the round-eyes if they are confusing your men with that rabble: they’re
nothing like the same!

Anyhow, you now have the enemy prisoners safely holed up in one of the oil company buildings,
and are preparing to list and ship them all to the south…

What’s that? Enemy tanks and infantry approaching? Sound the alarm! To battle, to battle!

Initial Deployment

You start the game scattered around the table. The Roadblock Defence force is positioned lightly
dug-in around the roadblock. 1st Platoon are resting in the buildings at the south-east corner of the
table. The Guard Platoon are guarding the large square warehouse to the west: which is full of
captured British soldiers. The MMG begins the game pointing at the doors of the building.

Map & Terrain

The map represents one part of the village of Twingon, described by contemporary sources as
“straggling across a series of low ridges”. The larger buildings shown are industrial units servicing
the oilfields, and are of brick and corrugated iron construction. The smaller buildings are well-built
bungalows. The easternmost (i.e. at the top of the map) road leading north leads to the ford over the
Pin Chaung. It is not good quality: more of a track than a road. The smaller track at the bottom of
the map if even worse quality: more of a flattened path.

The intervening terrain is very harsh: there is no greenery on the table, just rock, dust and grit. Any
vehicle that leaves the roads runs the risk of bogging down, particularly on slopes.

The red triangle is a burning oil derrick which is emitting dense black smoke that will count as a
constantly renewing smokescreen for the whole game. The wind is currently blowing to the north-
west.

The Japanese have set up a roadblock (the dotted red line) just as the track from the ford crests the
ridge. The roadblock comprises two overturned lorries.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each.

207
Objectives and Victory Conditions

Stop the enemy freeing the British prisoners. If they manage to do so, you have lost the game. Note
that your belief in bushido prevents you from harming the prisoners for the duration of this game.

Elements of Headquarters Company, 1st Battalion, 214th Infantry Regiment

Roadblock Defence
Shoi Yuzawa* (1d6)
3 x Rifle/LMG Section (10 men each)
1 x Rifle/Mortar Section (10 men)
1 x Type 37 Anti-Tank Gun (4 crew)

1st Platoon
Chui Uchida* (1d6)
Gunso Mitsuru Ishida* (1d6)
3 x Rifle/LMG Section (10 men each)
3 x Anti-Tank Rifle (2 crew each)

Guard Platoon
Taii Ishibahi* (1d6)
2 x Rifle/LMG Section (10 men each)
1 x MMG (3 crew)

The ranks of your Big Men are given in Japanese. A Taii is a Captain; a Chui is a Lieutenant; a Shoi
is a 2nd Lieutenant; and a Gunso is a Sergeant.

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
MMG 2 2 2 1 1
Infantry Section 3 - - - -
Anti- Tank Rifle 4 3 2 2 1

ATG Strike
Type 94 37mm ATG 5

208
Scenario 21: Htuchaung
Game Briefing
Whilst 1st Burma Division was fighting its way out of Yenangyaung, the rest of Burcorps had been
trying to help. On 17th April, General Cowan, commanding 17th Division, had sent out two
columns, each consisting of a battalion of infantry and a squadron of Stuart tanks from 7th Hussars,
to attack the flanks of the advancing Japanese. Both columns were, however, too late to do any
good: they had missed the advancing 214th Regiment by several days; 215th Regiment had gone
north up the other flank on the Irrawaddy by river transport; and although the column from
Natmauk fought several minor actions, these served only to slightly delay the rearguard of 213th
Regiment.

Meanwhile, the Chinese were being punished in the Karen Hills and Sittang Valley. V Chinese
Army were holding the Sittang Valley, with 96th Division holding Pyinmana, 200th Division (last
encountered in Scenario 16: retreating from the airfield at Pyu) in echelon behind them to the north-
east, and 22nd Division holding Yedashe. On 7th April, 22nd Division were forced to retreat from
Yedashe, and the Japanese followed up: making contact with the Chinese in Pyinmana on the 16th.
By the 25th, V Army had been pushed back through Yamethin to Pyawbwe, but were still making
the Japanese fight hard for every mile they advanced.

At the same time, the Japanese 56th


Division had advanced on Chinese VI THAZI
N
Army in the Karen Hills, clashing with MEIKTILA
TAUNGGYI
the 1st Regiment of Chinese 55th KALAW HOPONG
Division around Mawchi on the 9th. PYAWBWE SHWENYAUNG
The VI Army was fairly widely
dispersed and Stilwell, correctly
predicting that the Japanese would next YAMETHIN
strike for Bawlake and then Hpruso,
ordered 55th Division to concentrate its
three regiments in the area, and 93rd KAREN
Division to move forward to Loikaw. HILLS

Unfortunately the Chinese generals in


charge were, in the words of the official
history, “incapable of controlling the
actions of their subordinates” and were
not obeying the orders of their superiors
either. The 93rd Division remained PYINMANA MONGPAI
LETTET
where it was, and although the three
regiments of the 55th Division had now LOIKAW
been ordered together, they failed to co- NAUNGPALE
ordinate their actions and move quickly
HPRUSO
into position. By 12th April, the 55th
Division had its 2nd Regiment forward PEGU NAMHPE
YOMAS
at Htuchaung (midway between MOUNTAINS BAWLAKE
Kemapyu and Bawlake); its 1st YEDASHE
Regiment at Bawlake; and its 3rd
HTUCHAUNG
Regiment moving slowly south towards
TOUNGOO
Namphe. It also worth noting that 55th MAWCHI

Division only had a combined strength


of around 4,000 rifles. KEMAPYU

209
The Japanese, on the other hand, were as sharp as ever. On the 16th April, Lieutenant-General
Watanabe, commanding 56th Division, threw forward two outflanking columns that cut the road
between Htuchaung and Bawlake, and Bawlake and Namphe, and then attacked the Chinese 2nd
Regiment at Htuchaung. The 2nd Regiment fell back, but were unable to get through to Bawlake,
which the Japanese attacked themselves on the 17th. Chinese 3rd Regiment tried to break through
from Namphe on the 18th, but failed to breach the Japanese roadblock. All communication between
Chinese VI Army HQ and Chinese 55th Division then ceased as the Japanese used their armour to
attack each isolated Chinese regiment in turn: concentrating and over-running them one by one. The
survivors streamed back to Hopong in such a panic that they failed to destroy any of the vital
bridges over the various chaungs and rivers behind them as they fled.

The Japanese followed up quickly: moving to Loikaw on the 20th, and then Hopong and Taunggyi
on the 22nd: the Chinese retreating before them without putting up any resistance. There the
Japanese advance would have ground to a halt, as they had run out of petrol, but the Chinese had
kindly left all theirs behind, along with considerable stores of ammunition and food.

As the above events were taking place, between the 18th and 25th April the British and Chinese
high commands had discussed various plans of action for the continuation of the campaign. Slim’s
idea of a counterattack driving west to east was abandoned when the Japanese destroyed Chinese VI
Army, and the eventual plan settled on was that should further retreat prove necessary, as seemed
likely, the Chinese would retreat north and west towards China, and the British would retreat north
and east towards India.
THAZI
N
MEIKTILA Slim, himself, was feeling depressed,
TAUNGGYI
KALAW HOPONG
and this is where he relates the story of
PYAWBWE SHWENYAUNG one meeting between him and the
senior Chinese and British officers
under his command: “Well,
YAMETHIN gentlemen,” I said, putting on what I
hoped was a confident, cheerful
expression, “it might be worse!” One
KAREN
of the group...replied with a single
HILLS word: “How?” I could cheerfully have
murdered him, but instead kept my
temper. “Oh,” I said, grinning, “It
might be raining!” Two hours later, it
was...Hard. As I crept under a truck for
shelter I thought of that fellow and
MONGPAI
wished I HAD murdered him!
LETTET 96th PYINMANA

LOIKAW
The Japanese 56th Division continued
its advance and occupied Loilem
NAUNGPALE
(north-east of Hopong and the main
3/55
HPRUSO route to the Burma Road) on the 23rd
PEGU 200th NAMHPE April 1942. The town fell easily as,
YOMAS
1/55 again, the Chinese generals failed to
MOUNTAINS BAWLAKE
22nd
YEDASHE obey orders and co-ordinate their
attacks. Stilwell had ordered Chinese
HTUCHAUNG
2/55 49th and 93rd Divisions to concentrate
TOUNGOO MAWCHI on Loilem, but the 49th Division failed
to prevent the enemy taking the town
KEMAPYU and, even when concentrated just to

210
the east, refused to attack, instead withdrawing to Takaw. The 93rd Division, hearing that Loilem
had already fallen, also retreated to Takaw without firing a shot and, joined by the survivors of 55th
Division, the whole of Chinese VI Army then retreated through Puerh back to China!

Meanwhile, Chinese V Army’s 200th Division had been ordered by Stilwell (without telling Slim!)
to attack east to try and relieve some of the pressure on Chinese VI Army. They arrived at Taunggyi
on the 22nd, where they halted after encountering the Japanese flank guard. Stilwell was then
forced to offer them a bribe of 50,000 rupees if Taunggyi could be re-captured, and the lure of the
money was such that the village fell before nightfall! The division then continued its advance, but
slowly and reluctantly, reaching Loilem on the 29th. There they discovered that the Japanese had
burnt out the town and headed north for Lashio and the Burma Road, and 200th Division joined VI
Army in retreating to Takaw and then China.

Thus at the end of April, with the monsoons only a matter of weeks away, we find Burcorps still
holding positions north of Yenangyaung, at Mount Popa (the Burmese word for Cobra) but
preparing to retreat across the Irrawaddy and into northern Burma as the Japanese look to advance
again. The Chinese 22nd, 38th and 96th Divisions are with them, with the 96th Division heavily
engaged at Pyawbwe and beginning to crumble under the pressure. In the centre, the Chinese 28th
and 29th Divisions are abandoning Mandalay and rather inefficiently moving east to try to get to
Lashio before the Japanese heading north from Loilem get there and cut them off from China.
Finally, the Chinese forces around
Loilem are all in a general retreat due THAZI
east back to China. N
22nd
MEIKTILA
TAUNGGYI
Introduction KALAW 200th HOPONG
96th
PYAWBWE SHWENYAUNG

This scenario will cover the Japanese


attack on the Chinese 55th Division’s
YAMETHIN
2nd Regiment in front of Bawlake
after its retreat from Htuchaung. The
previous two scenarios involving the
Chinese have each featured what KAREN
HILLS
could be called their elite troops, so
this is a chance to see how “average”
Chinese troops stand up to the
Japanese. I fear the answer will be
“not well!”

Map & Terrain LETTET 96th


PYINMANA MONGPAI

This particular Chinese company has LOIKAW

retreated to a hill near the river NAUNGPALE


Sittang. The hill consists of a gentle HPRUSO
3/55
slope bisected by a rough track. There
is a small stream running down to the PEGU 200th NAMHPE
YOMAS
river. The terrain is open, but dotted MOUNTAINS 1/55
BAWLAKE
with trees and bushes. The river is 22nd
YEDASHE

bordered by a steep cliff, and both


HTUCHAUNG
2/55
should be considered impassable
TOUNGOO MAWCHI
except to those who wish to throw
themselves into the fast-running water
below. KEMAPYU

211
Initial Deployment

The Chinese forces may be deployed anywhere on the hill itself. They have had enough time to get
into some cover, and can be considered to be under concealed Blinds behind bushes and trees or in
rudimentary scrapes. They have 1d10 Blinds at their disposal.

The Japanese will enter the table anywhere along the southern edge. They may enter as many of
their Blinds as they like each turn.

Objectives and Victory Conditions

The Japanese must take the hill, destroying the Chinese in the process and so securing their
continued advance north. They win the battle if at the end of the game they have infantry on the top
contour of the hill and no Chinese troops may shoot at the road.

The Chinese must hold their positions. They win the battle if at the end of the game they hold the
top contour of the hill around where the road exits the table to the north.

Special Rules

Chinese infantry squads have no LMGs and therefore lose one initiative dice when firing. They
may, however, assign an LMG team from 4th Platoon to a squad, in which case that squad becomes
a ten-man squad that fires with normal dice.

Only Chinese officers operate as normal Big Men. Chinese NCOs may only rally, fire or spot with
the units they are with, but may not move them.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with one light mortar each. The Rifle
Squad attached to the Japanese Company HQ also has no LMG, so also fires with two dice rather
than three.

The Cards

Game Cards Japanese Cards Chinese Cards


Tea Break Blinds Blinds
Big Man x 6 Chinese Big Man x 5
Company HQ Hesitant Troops
1st Platoon 1st Chinese Platoon
2nd Platoon 2nd Chinese Platoon
3rd Platoon 3rd Chinese Platoon
Support Platoon 4th Chinese Platoon
Tank x 3 Poor Fire Discipline
Banzai-a i-ai!
Rapid Deployment
Rally
Heroic Commander
Vehicle Breakdown

212
Scenario 21: Map

213
Scenario 21: Chinese Briefing
You are Captain Yi of the 2nd Regiment, 55th Division, VI Chinese Army. It is April 1942, and
you are currently in Burma trying to stop the Japanese advance up the Sittang Valley into the Karen
Hills.

Your Regiment was sent forward to hold the bridge over the river at Htuchaung. A day or so ago, a
strong Japanese infantry attack drove you out of the town, and you began to retreat north towards
Bawlake: still held, as far as you know, by 1st Regiment.

Unfortunately, the Japanese had managed to get behind the Htuchaung position already, in between
Htuchaung and Bawlake, and your advance guard ran into them as it headed north. Another defeat
followed, and 2nd Regiment was scattered still some miles south of safety. You managed to keep
your company together (sheer force of will and the summary execution of a few troublemakers did
the trick!) and have now dug-in on top of a hill to await reinforcements.

The Japanese are hot on your heels, however, and you now prepare to hold your position.

Map & Terrain

You have retreated to a hill near the river Sittang. The hill consists of a gentle slope bisected by a
rough track. There is a small stream running down to the river. The terrain is open, but dotted with
trees and bushes. The river is bordered by a steep cliff, and both should be considered impassable
except to those who wish to throw themselves into the fast-running water below!

Initial Deployment

Your force may be deployed anywhere on the hill itself. You have had enough time to get them into
some cover, and can be considered to be under concealed Blinds behind bushes and trees or in
rudimentary scrapes. You have 1d10 Blinds at your disposal.

Objectives and Victory Conditions

You must hold your position and await reinforcements from 1st and 3rd Regiments. You win the
battle if at the end of the game you hold the top contour of the hill around where the road exits the
table to the north.

Special Rules

Your infantry squads have no LMGs and therefore lose one initiative dice when firing. You may,
however, assign an LMG team from 4th Platoon to a squad, in which case that squad becomes a ten-
man squad that fires with normal dice.

Only officers operate as normal Big Men. NCOs may only rally, fire or spot with the units they are
with, but may not move them.

214
Elements of 2nd Regiment, 55th Division, VI Chinese Army

Company HQ
Captain Yi (1d6)
1 x Rifle Section (8 men)
1 x M3 Half-Track (unarmed)

1st Platoon
Lieutenant Er (1d6)
4 x Rifle Section (8 men each)

2nd Platoon
Sergeant San (1d6)
4 x Rifle Section (8 men each)

3rd Platoon
Sergeant Si (1d6)
4 x Rifle Section (8 men each)

4th Platoon
Corporal Wu (1d6)
3 x LMG Team (2 men each)
1 x Boys Anti-Tank Rifle (2 man crew)

Troops/Dice 0 1 2 3 4
55th Regiment 1, 2, 3, 4 5 6, 7 8 -

Vehicle AC Weapon Speed


M3 Half- Track 2 None Fast

215
Scenario 21: Japanese Briefing
You are Captain Itchi, part of the forward elements of 56th Division, now operating in central
Burma in April 1942.

The division is advancing against the Chinese into the Karen Hills. General Watanabe has achieved
a strategic victory by outflanking the forces arrayed against him near Htuchaung, and has succeeded
in both shifting them from their position and blocking their line of retreat back to Bawlake.

The Chinese in your area have been scattered and dispersed, and your current assignment is to mop
up one particularly troublesome company-sized force that has take up residence on a hill near the
river Sittang.

Although the force might equal yours in terms of manpower, your men are infinitely superior to the
Chinese rabble. You are also better led, better equipped, and have the support of a platoon of
tanks...enough resources to make victory a certainty.

Ahead of you is the hill...

Map & Terrain

This particular Chinese company has retreated to a hill near the river Sittang. The hill consists of a
gentle slope bisected by a rough track. There is a small stream running down to the river. The
terrain is open, but dotted with trees and bushes. The river is bordered by a steep cliff, and both
should be considered impassable except to those who wish to throw themselves into the fast-
running water below.

Initial Deployment

You will enter the table anywhere along the southern edge. You may enter as many of your Blinds
as you like each turn. You have 3dAv Blinds at your disposal.

Objectives and Victory Conditions

You must take the hill, destroying the Chinese in the process and so securing the continued advance
north. You win the battle if at the end of the game you have infantry on the top contour of the hill
and no Chinese troops may shoot at the road.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are scout mortar squads with one light mortar each.

The Rifle Squad attached to your Company HQ also has no LMG, so also fires with two dice rather
than three.

216
Forward Elements of 56th Division

Company HQ
Chui Itchi (1d6)
1 x Rifle Squad (10 men)

1st Platoon
Shoi Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

2nd Platoon
Chui San (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

3rd Platoon
Shoi Chi (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

Support Platoon
Gunso Go (1d6)
2 x MMG (5 crew each)
2 x 81mm Mortar (3 crew each)

Attached Tank Platoon


Shoi Roku (1d4)
3 x Type 95 Ha Go Light Tank

The ranks of your Big Men are given in Japanese. A Chui is a 1st Lieutenant; a Shoi is a 2nd
Lieutenant; and a Gunso is a Sergeant.

Troops/Dice 0 1 2 3 4
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
prisoners. They also get a minimum of one firing dice
even if reduced to zero initiative dice.

Vehicle/ATG Armour Weapon Speed


Type 95 “Ha Go” 2 4 Average

217
Scenario 22: Kyaukse
Game Briefing
On 26th April 1942, Alexander decided that there was no chance that British and Chinese forces
could hold Burma, and that his main priority now had to be the defence of India. Burcorps,
accompanied by some Chinese elements, would therefore cross the Irrawaddy and fall back north-
west towards Kalewa, thence to Tamu, and into India.

To reach the first staging point, Kalewa, 2nd Burma Brigade would cover the southern flank of the
line of retreat by withdrawing up the Myittha river valley; and the single remaining brigade of 1st
Burma Division (the 13th) would act as a rearguard astride the Chindwin river at Monywa,
supported by a brigade sent from 17th Division (the 63rd). That would leave 7th Armoured Brigade
and the army and corps troops to withdraw along the Yeu-Kalewa track.

The route was not ideal: although there had been plans to turn it into a trunk road, large sections
were no more than bullock cart tracks, and one part was waterless for thirty miles. The route was
also crowded with refugees, who had fouled the water points and blocked the Shwegyin (near
Kalewa) ferry. Major-General A.V.T. Wakely, commanding the lines of communication, was given
all Burcorps’ non-fighting transport vehicles and as many engineer units as could be spared, and
ordered to stock (with water/supplies) and prepare the route as much as possible.

It was estimated that it would take seven days to adequately prepare the route for the retreat: but
Alexander doubted that the line of the Irrawaddy could be held that long. He was also well aware
that once the monsoon began (around 15th May) the only way of getting supplies south of Tamu
would be via the Chindwin: something that sheer logistical capability would limit the force that
could be supplied to the size of a brigade group.

PYINGAING MU
KALEWA RIVER TANTABIN LASHIO
KALEMYO SHWEGYIN NABU MONGMIT
KADUMA KIN-U
MOGOK
YEU
SHWEBO
HSIPAW
KAN CHINDWIN BUDALIN
RIVER
AYADAW

MANDALAY
MONYWA
GANGAW KYEHMON ONDAW
MYINMU
MAYMYO
CHAUNGU AVA
LINGADAW
SAMEIKKON
MYITTHA MYOTHA MOUNTAINS
RIVER KYAUKSE

TILIN
PAUK
PAKOKKU MYINGYAN

TAUNGTHA
LAIHKA

YENANGYAT MAHLAING

WUNDWIN

CHAUK MT. LOILEM


POPA
TAUNGGYI
GWEGYO KYAUK- MEIKTILA SHWENYAUNG
IRRAWADDY THAZI HOPONG
PADAUNG
RIVER HEHO

KALAW
N PYAWBWE
YENANGYAUNG

218
Burcorps began its withdrawal to the Irrawaddy on the night of 25th/26th April. 2nd Burma Brigade
began to move to the Myittha valley via Pauk; the Chinese 38th Division and 17th Division (less
63rd Brigade) began to move to the Ava Bridge area, covered by 1st Burma Division (less 2nd
Burma Brigade); with 63rd Brigade and 7th Armoured Division joining forces at Meiktila as a
rearguard to the whole force.

Two Japanese Divisions (33rd and 18th) were now strongly advancing up the axis of the main
railway to Mandalay, and 7th Armoured and 63rd Brigades had several clashes with Japanese
armour and motorised columns around Meiktila and Pyawbwe throughout the 25th and 26th April,
managing to temporarily check their advance before moving north to Wundwin on the night of
26th/27th April. More clashes occurred on the 27th, with the British tanks and infantry again halting
the enemy advance.

British and Chinese units continued their retreat towards Mandalay over the next couple of days,
with the Gurkhas of 48th Brigade and the tanks of the 7th Hussars left to dig in and hold Kyaukse
as a rearguard. The Japanese strongly attacked Kyaukse with both armour and infantry all through
the night of 28th/29th April, but were unable to make any headway as the bright moonlight gave the
British troops a clear field of fire. On the morning of the 29th, the Gurkhas even launched a
successful counter-attack.

Realising that a frontal attack was not going to work, the Japanese (18th Division) began their usual
outflanking tactics and, expecting the British to be withdrawing as a result, attacked from the south
again in the afternoon. The Gurkhas and Hussars were made of sterner stuff, however, and drove
the enemy off. Realising, however, that he would soon be completely encircled, Cowan ordered the
brigade to withdraw that night. Such was the damage that they had inflicted on the Japanese that the
British and Chinese troops still south of the Irrawaddy, including 48th Brigade and 7th Hussars,
were able to continue their retreat unmolested.

Introduction

The defence of Kyaukse gives us an ideal opportunity for a humdinger of a scenario involving
armour, infantry and anti-tank guns on both sides. The Japanese will attack a dug-in Gurkha force
which will receive tank reinforcements. It is a large battle in terms of the forces involved.

Map & Terrain

The encounter takes place around a track leading from a tiny hamlet into the outskirts of Kyaukse.
The track passes over two low rises, one partly covered by light woods. The rises are low enough
not to effect movement, but do provide cover from fire and spotting on a reverse slope. The light
woods provide excellent cover from spotting and good cover from fire, but movement is penalised
at –½” per initiative dice rolled, and visibility is limited to 18 inches. The rise across the width of
the table is slightly higher than the smaller rise to its south.

The streams to the north and south of the rises are easy crossed by anything except wheeled
vehicles, which can only cross at the bridges carrying the tracks. There is an area of marshy ground
around the bends in the southernmost stream which is effectively impassable to all troops.

Initial Deployment

The Gurkhas begin the game dug-in under concealed Blinds anywhere on or further north of the
smaller rise. They are rested and have had a couple of days to prepare their positions, and the rating
Umpires give them for cover from spotting and/or fire should reflect this. Historically, the Gurkhas

219
are said to have killed 500 Japanese for the loss of only ten men. The reinforcements from 7th
Hussars will arrive on the track where it exits the northern edge of the board after three appearances
of the Turn Card.

The Japanese will enter the table anywhere along the southern edge. Any wheeled vehicles will
arrive on the track where it exits the southern edge of the board. They have 3dAv Blinds at their
disposal.

Objectives and Victory Conditions

The Gurkhas must hold their position. They lose the game if any Japanese troops penetrate as far as
the outskirts of Kyaukse at the northern end of the board.

The Japanese must take the position. They win the game if any of their troops penetrate as far as the
outskirts of Kyaukse at the northern end of the board.

Special Rules

The British reinforcements from 7th Hussars will arrive on the track where it exits the northern edge
of the board after three appearances of the Turn Card. The Japanese engineer reinforcements will
arrive on the track where it enters the southern edge of the board after seven appearances of the
Turn Card.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are full mortar squads with three light mortars each.

Despite the fact that it is night-time, the clear, bright moonlight means that there are no penalties to
spotting or fire at distances under 18”. Over that distance, however, all spotting rolls are at –3
unless the target is illuminated (i.e. either has a light shining upon it, or is shining a light itself) in
which case the roll is at +3; and all fire is shifted one column to the right.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 6 Big Man x 7
Company HQ Company HQ
1st –4th Platoons 1st Platoon
MMG Platoon 2nd Platoon
Tank x 6 3rd Platoon
Scout 4th Platoon
Banzai-a i-ai! Support Platoon
Heroic Commander Anti- Tank Gun x 2
Rapid Deployment Anti-Tank Bonus Fire
Rally Dynamic Commander
Reinforcements Rally
Big Man x 3 Reinforcements
Engineer Co. HQ Big Man x 1
1st Engineer Platoon 7th Hussars Platoon
2nd Engineer Platoon Armoured Bonus Move

220
Scenario 22: Map

221
Scenario 22: British Briefing
You are Captain John Smith of 1/7th Gurkhas. It is April 1942, and the depredations of the
campaign for Burma mean that you are currently serving as part of 48th Brigade, 17th Division, in a
composite battalion comprising 1/7th and 3/7th Gurkha Rifles.

The decision has been taken to retreat to India. This is, quite frankly, bloody naramro, as although
it took a little time for your chaps to warm up (can anyone say Sittang without a sorry shake of the
head?) every time you’ve gone out to bat since then, however sticky the wicket, you’ve hit the Nip
bastards for six! Selectors must be off their heads, eh?

They have, however, got one thing right: they’ve assigned the 48th the role of rearguard. In
consequence, you are dug-in across the main route north at a little place called Kyaukse. Just south
of you is the Jap 18th Division, supposed to be something Imperial Guard-like...but having beaten
off one attack already, your men don’t rate them very highly: village team only, eh?

It is now the night of 28th/29th April, and you can see the dush massing for another assault. It’s a
clear, moonlit night, however, so you’re not worried about not being able to see the blighters: aba
mare pani larhain garera marinchha* and all that!

Right then: middle stump, please Umpire, and watch for No Balls!

Map & Terrain

The axis of the Japanese attack is around a track leading from a tiny hamlet into the outskirts of
Kyaukse. The track passes over two low rises, one partly covered by light woods. The rises are low
enough not to effect movement, but do provide cover from fire and spotting on a reverse slope. The
light woods provide excellent cover from spotting and good cover from fire, but movement is
penalised at –½” per initiative dice rolled, and visibility is limited to 18 inches. The rise across the
width of the table is slightly higher than the smaller rise to its south.

The streams to the north and south of the rises are easy crossed by anything except wheeled
vehicles, which can only cross at the bridges carrying the tracks. There is an area of marshy ground
around the bends in the southernmost stream which is effectively impassable to all troops.

Initial Deployment

Your men begin the game dug-in under concealed Blinds anywhere on or further north of the
smaller rise. They are rested and have had a couple of days to prepare their positions, and the rating
Umpires give them for cover from spotting and/or fire should reflect this. The reinforcements from
7th Hussars will arrive on the track where it exits the northern edge of the board after approximately
three appearances of the Turn Card.

You can expect the Japanese to enter the table along the southern edge.

Objectives and Victory Conditions

You must hold your position. You lose the game if any Japanese troops penetrate as far as the
outskirts of Kyaukse at the northern end of the board.

*Gurkhali: We fight even if we have to die.

222
Elements of Gurkha Composite Battalion, 48th Brigade (mostly 1/7th Gurkhas) & Support

Company HQ
Captain John Smith (1d6)
1 x Rifle Section (8 men each)
2 x Boys Anti-Tank Rifles (2 crew each)

1st Platoon
Jemadar Ganeshbahadur Ek (1d6)
3 x Rifle Section (8 men each)

2nd Platoon
Jemadar Lalbahadur Dui (1d6)
3 x Rifle Section (8 men each)

3rd Platoon
Jemadar Karnabahadur Tin (1d6)
3 x Rifle Section (8 men each)

4th Platoon
Jemadar Bhuwansing Char (1d6)
3 x Rifle Section (8 men each)

Support Platoon
Jemadar Hemkumar Panch (1d6)
2 x MMG (3 crew each)
2 x 3” Mortar (3 crew each)
2 x Truck

Anti-Tank Platoon (from 5th Indian Anti-Tank Battery)


Sergeant Tom Brown (1d6)
2 x 2lb Anti-Tank Gun (5 crew each)
2 x Truck

Reinforcements

Platoon, C Squadron, 7th Hussars


Lieutenant M.J.E. Kildare “Husky” Patteson* (1d6)
4 x Stuart “Honey”

0- 4- 8- 12- 16- Vehicle AC Weapon Speed


Infantry AT
4” 8” 12” 16” 24”
M3 Stuart “Honey” 5 5 Fast
MMG 3 3 2 2 1
2lb AT Gun - 5 -
Infantry Section 2 - - - -
Anti- Tank Rifle 3 2 2 1 -

Troops/Dice 0 1 2 3 4
1/7th Gurkhas 1, 2 3 4 5, 6, 7 8
All your infantry are elite.

223
Scenario 22: Japanese Briefing
You are Major Itchi of the 18th Division, Imperial Japanese Army. Fresh from your triumphant
capture of Singapore in February, you have now been assigned to Burma to help the slowcoaches of
33rd and 55th Divisions polish off the British and Chinese troops there. It is April 1942. The
division’s first task is to drive north and capture the important city of Mandalay.

The road leading north is really nothing more than a track, but you are now advancing up it as fast
as you can go. Or at least you were! Over the last few days, you have had real trouble with
rearguard units of British infantry and armour, who seem to have been able to stop the forward units
of the division in their tracks! Especially the enemy tanks: who are apparently just everywhere!

High Command has identified the village of Kyaukse as the next vital point to be taken. You have
volunteered to lead the assault, and are pleased to hear that your scouts report that only Indian
troops are in front of you. These mercenaries crumbled in Malaya, and you are sure they will do so
again. All that is needed is resolution in assault! You have planned your attack for after dark (night
attacks are another tactic you employed successfully in Malaya) and at dusk have led your men
forward...

Map & Terrain

Ahead of you is a track leading from a tiny hamlet into the outskirts of Kyaukse. The track passes
over two low rises, one partly covered by light woods. The rise across the width of the table is
slightly higher than the smaller rise to its south. The stream to the south of the rises is easy crossed
by anything except wheeled vehicles, which can only cross at the bridges carrying the tracks.

It is night-time, but bright moonlight means that your men can easily see where they are going.

Initial Deployment

You will enter the table anywhere along the southern edge. Any wheeled vehicles will arrive on the
track where it exits the southern edge of the board. You have 3dAv Blinds at your disposal.

Objectives and Victory Conditions

You must take the enemy position. You win the game if any of your troops penetrate as far as the
outskirts of Kyaukse at the northern end of the board.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are full mortar squads with three light mortars each.

You have been assigned some engineers from division, but these have been delayed. They will
arrive on the seventh appearance of the turn card.

Itchi Detachment, 18th Division

Company HQ
Shosa Itchi (1d6)
1 x Rifle/LMG Squad (10 men)

224
1st Platoon
Taii Ni (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) Troops/Dice 0 1 2 3 4
2nd Platoon Infantry 1, 2 (1) 3, 4 5, 6 7+ -
Chui San (1d6) Engineers 1, 2 (1) 3, 4 5, 6 7+ -
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
3rd Platoon prisoners. They also get a minimum of one firing dice
Shoi Chi (1d6) even if reduced to zero initiative dice.
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men) Vehicle AC Weapon Speed
4th Platoon Type 95 Ha Go Tank 2 4 Average
Shoi Go (1d6)
1 x Rifle/Mortar Squad (10 men) 0- 4- 8- 12- 16-
2 x Anti-Tank Rifle (2 crew each) Infantry AT
4” 8” 12” 16” 24”

MMG Platoon MMG 2 2 2 1 1


Gunso Roku (1d6) Infantry/Engineers 3 - - - -
4 x MMG (5 crew each)
2 x Truck Anti- Tank Rifle 4 3 2 2 1

Attached Tanks from 14th Light Tank Regiment

1st Platoon
3 x Type 95 Ha Go Light Tank

2nd Platoon
3 x Type 95 Ha Go Light Tank

Attached Engineers (arriving after the 7th appearance of the Turn Card)

Engineer HQ Platoon
Shoi Shichi (1d6)
2 x Rifle/Engineer Squad (8 men each)
2 x Truck

1st Engineer Platoon


Shoi Hachi (1d6)
4 x Rifle/Engineer Squad (8 men each)
4 x Truck

2nd Engineer Platoon


Shoi Ku (1d6)
4 x Rifle/Engineer Squad (8 men each)
4 x Truck

The ranks of your Big Men are given in Japanese. A Shosa is a Major; a Taii is a Captain; a Chui is
a 1st Lieutenant; a Shoi is a 2nd Lieutenant; and a Gunso is a Sergeant.

225
Scenario 23: Monywa
Game Briefing
Whilst 7th Hussars and the Gurkhas of 48th Brigade were keeping the Japanese from taking
Kyaukse, the rest of the British and Chinese forces around Mandalay retreated north across the
Irrawaddy during the period 26th to 29th April 1942, using either ferries, river transport, or the
great bridge at Ava. The Stuarts of 7th Armoured Brigade crossed one by one: a notice on the bridge
stated that the maximum weight allowed was six tons, and a Stuart weighed thirteen tons, but Slim,
when told the name of the British engineering firm that had built the bridge, reckoned that they had
built in a safety factor of one hundred per cent! Only 63rd Brigade was left as a bridgehead on the
south bank. The troops across the river rested in or west of the Ondaw area: the British preparing to
head west towards Shwegyin and Kalewa via Yeu, and the Chinese north-east towards Shwebo and
then the Burma Road. 48th Brigade crossed the bridge during the night of 29th/30th April; and 63rd
Brigade were finally ordered across after darkness fell on 30th April. At midnight, the huge bridge
was blown: two complete spans being dropped into the water.

Meanwhile the Chinese had lost the race to get to reinforce the Burma Road. As the leading
regiment from the Chinese 29th Division entered Lashio from the north-east on 28th April, it ran
into the Japanese 148th Regiment advancing rapidly north from Loilem. The Japanese troops
pushed the Chinese back out of the town and could not be shifted. The Chinese 28th Division,
moving east from Mandalay, was still strung out along the road, and could neither aid the 29th
Division nor prevent the Japanese 113th Regiment from occupying Hsipaw.

General Iida, commanding the Japanese, was still intent on surrounding and destroying the British
and Chinese forces in front of him. Realising that the British would continue their retreat towards
the north-east, he ordered 55th Division to continue clearing the Mandalay area; and 56th and 18th
PYINGAING MU
KALEWA RIVER TANTABIN LASHIO
KALEMYO SHWEGYIN NABU MONGMIT
KADUMA KIN-U

MOGOK
YEU
SHWEBO
HSIPAW
KAN CHINDWIN BUDALIN
RIVER
AYADAW

MANDALAY
MONYWA
GANGAW KYEHMON ONDAW
MYINMU
MAYMYO
CHAUNGU AVA
LINGADAW
SAMEIKKON
MYITTHA MYOTHA MOUNTAINS
RIVER KYAUKSE

TILIN
PAUK
PAKOKKU MYINGYAN

TAUNGTHA
LAIHKA

YENANGYAT MAHLAING

WUNDWIN

CHAUK MT. LOILEM


POPA
TAUNGGYI
GWEGYO KYAUK- MEIKTILA SHWENYAUNG
IRRAWADDY THAZI HOPONG
PADAUNG
RIVER HEHO

KALAW
N PYAWBWE
YENANGYAUNG

226
Divisions to continue driving north-east towards China; but ordered 33rd Division to try and loop
north-west around the British and cut their line of retreat by taking Monywa and, if necessary, then
driving on to Shwegyin.

1st Burma Division, less 2nd Burma Brigade, the most westwards of the British troops, had sent its
motor transport across the Ava bridge itself, but the troops crossed by river transport at Sameikkon
between dawn on 27th April and dusk on the 28th. The exhausted men then rested on the 29th, and
did not start the next stage of their retreat, to Monywa, until the evening of the 30th.

Meanwhile 2nd Burma Brigade, under Brigadier Bourke, who had been west of the Irrawaddy since
the beginning of April, marching north as the rest of the British retreated, had ended up at Pakokku
on 28th April after an impressive march of 43 miles in 33 hours. From there they could have headed
for Monywa and rejoined their division, but Slim was concerned about an enemy advance along the
Myittha Valley, and ordered them to turn west for Pauk as soon as possible. Unfortunately, this
movement created a hole in the coverage of left flank of the British line of retreat just as the
Japanese 33rd Division were headed straight for it.

Monywa was garrisoned by the remnants of Force Viper (the Royal Marines River Patrol) and the
150-strong remainder of 1st Gloucesters. As dusk fell on the 30th, the Japanese suddenly opened
fire on Monywa from the western bank of the river with machine-guns, mortars and artillery.
General Sakurai’s 33rd Division, led by 1st Battalion, 215th Regiment, had arrived at Pakokku on
29th April, less than 24 hours after Bourke’s men had left, and had been immediately loaded into
trucks and rushed the 50 miles towards Monywa. They did not, however, make any attempt to cross
the Chindwin and take the town, although the report that reached Burcorps’ headquarters stated that
Monywa had fallen.

Slim, realising his mistake, immediately recognised the seriousness of the situation, and would later
bitterly reproach himself for his error in sending 2nd Burma Brigade towards the Myittha. A
Monywa in enemy hands not only blocked one of the few lines of retreat to Yeu, but also threatened
Yeu itself. If Yeu fell and could not be re-taken, his entire Corps was effectively trapped in Burma,
cut off from all supplies and support, and easy prey for
N
General Iida. It is worth noting, however, that the
Japanese had complete air superiority, and were, unlike
Slim, able to carry out aerial reconnaissance at will. ALON

Slim quickly ordered 1st Burma Division under


General Bruce Scott, to concentrate at Chaungu and
then re-take Monywa; with 48th and 63rd Brigades ETTAW
(from 17th Division) to head there as well: coming
under Scott’s command as soon as they arrived. 16th
Brigade was to head for Yeu as fast as possible; and a ZALOK
squadron of Stuart tanks, sent from 7th Armoured
Brigade, was to reinforce 1st Burma Division; with FERRY MONYWA
another sent to operate along the Yeu-Monywa road.
Finally, he ordered every other transport vehicle
available to Burcorps to dump any supplies that they
were carrying, and to concentrate on ferrying personnel MA-U
(including sick and wounded) along the jungle track
from Yeu to Shwegyin as fast as possible.
KYEHMON
Scott’s division was by this time strung out between
Sameikkon and Chaungu, but his headquarters was

227
already forward at Ma-U, preparing to manage the next stage of the retreat. Scott immediately
ordered his headquarters to prepare for action, and sent his transport back to Chaungu to bring up
his troops as fast as possible. At 5am on 1st May, Scott’s headquarters was attacked by the
Japanese, who had used rubber and locally-found boats to cross the Chindwin and set up a
roadblock between Monywa and Ma-U. The headquarters personnel, including Scott and along with
a handful of sappers, managed to fight their way out of Ma-U and back to Chaungu, but lost all their
equipment in doing so (Major Marcus Witherow, commander of 23rd Mountain Battery, even lost
his false teeth) although they managed to save their ciphers and codebooks. The Japanese then took
Monywa (its garrison retreating to Alon) and began creating a strong defensive perimeter around
the town.

During the morning of 1st May, 63rd Brigade arrived by train at Kyehmon. Led by 2/13 Frontier
Force Rifles and helped by the tanks from 7th Armoured Brigade, they attacked Ma-U and ejected
the Japanese, but were unable to make any progress into Monywa itself. As it was now dusk, the
brigade established a perimeter at Ma-U, and held it throughout the night despite two enemy
counter-attacks.

Scott attacked Monywa again on the 2nd. He ordered 63rd Brigade and the tanks to attack frontally
along the line of the railway, with the newly-arrived 13th Brigade (1/18th Garhwalis and 5/1st
Punjabis, under Brigadier Curtis) attacking from Zalok having marched there during the night. Each
brigade was supported by a battery of field and mountain artillery. The 13th Brigade initially made
good progress, and during the morning managed to penetrate the Japanese lines as far as the railway
station in the centre of the town, but by mid-afternoon its attack had ground to a halt. James Lunt
describes how the railway station was the subject of a “ding-dong” struggle between 5th/1st
Punjabis and the Japanese: at one point changing hands every few minutes. 63rd Brigade and the
tanks managed to get into the outskirts of the town, but again could penetrate no further: the
Japanese had had the time to dig themselves in, the ground was flat with little cover, and they had
the advantage of almost continuous air cover.

As more of his troops arrived, Scott hurled them into the fray. At about 3.45pm, 2/7th Rajputs (1st
Burma Brigade, 1st Burma Division) and 1/4th Gurkha Rifles (48th Brigade, 17th Indian Division)
passed through 63rd Brigade and fought their way into contact with 13th Brigade. Such was the
close-in, confusing nature of the fighting that the Rajputs attacked without artillery support for fear
of hitting other British troops but had, nevertheless, managed to shoot up the Garhwalis in error.

The Japanese began to crumble, with large groups re-crossing the Chindwin in retreat, and it looked
as if Scott’s men would take the town. At that point, however, a message was received by one of 7th
Armoured Brigade’s tanks (the most reliable form of communication between headquarters’ units
and the front line was still the tanks’ radios) and passed to Brigadier Curtis: 13th Brigade would
cease their attack and retreat to Alon. The brigade began to disengage at about 5pm, and although
Scott ignored the order and fought on with his other troops, he made no further progress and was
himself forced to break contact and move around Monywa to Alon at about 8pm. It now seems
almost certain that the message was a false one, delivered by the Japanese using one of the Stuart
tanks they had captured earlier in the campaign. Whatever the truth, the battle for Monywa was
over, and the question was now whether the action had bought enough time for the rest of the
British and Chinese armies to escape.

Once past Monywa and re-concentrated at Alon, the modified 1st Burma Division began to
withdraw towards Yeu, covered by the Stuarts of 2RTR. First stop was Budalin, with 2RTR
fighting a series of sharp actions around the town on 3rd May against Stuart tanks captured by the
Japanese earlier in the campaign, supported by anti-tank guns. No infantry accompanied the
Japanese tanks, however, and the withdrawal to Yeu was completed without further incident.

228
Introduction

This scenario will approximately recreate the situation in Monywa as 13th Brigade and 2/7th
Rajputs close on the railway station. The British will enter the table in two different places at the
same time, therefore forcing the Japanese to defend against assaults on the same position from two
different directions.

I have deliberately made this a fairly small scale game with only about a company’s worth of troops
either side. Umpires wishing to grow the game can do so by making each of the British forces a full
company as per the OB’s in the “Rising Sun” booklet, and making the single Stuart Honey into a
platoon; and by making the Japanese defenders into a full company split between initial troops and
reinforcements in the same ratio as shown. Umpires will obviously need to check that they have
appropriate unit/platoon cards available.

Map & Terrain

The map shows the north-eastern side of Monywa. The railway line is built up on an embankment
approximately four feet high. It thus provides good cover for men lying behind it. The red square is
the railway station: a brick building with a tile roof. All other buildings are wooden with corrugated
iron roofs. They are mostly warehouses (Monywa is a port) or shanty-town huts. The ground is not
as open as it seems: there are bushes and folds that will give some cover to prone men.

Initial Deployment

The British will enter the table from several points. The 2/7th Rajputs will enter from the south at
the point where the railway track enters the table. The single Stuart with them will also enter from
the south, but along the road. The 1/18th Garhwalis will attack from the east at the point where the
road enters the table. Each British force has 1dAv Blinds available.

The Japanese will begin the game under concealed Blinds, dug-in anywhere on the table. Ask the
Japanese player to mark their positions on his map. Their positions are trenches and weapon pits
dug into the earth. Note that if the Japanese player deploys his men close to where the British enter
the table, the two sides could literally stumble over each other in the first turn. The Japanese have
six Blinds available.

The Japanese reinforcements, arriving on the sixth appearance of the Turn Card, will appear under
two Blinds on the western edge of the table at the point where the road begins.

Objectives and Victory Conditions

The game will last for twelve appearances of the Turn Card. At that point the British will receive a
message ordering the Garhwalis to withdraw to Alon. The winner of the game is the side that holds
the railway station at that point. Declare a draw if neither side holds the station.

Special Rules

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with one light mortar each.

229
Japanese Air Support

Throughout the battle, the Japanese have Air Support in the form of spotting planes, bombers, dive–
bombers or strafing fighters. When the card is turned, roll a d10 to establish what sort of plane
arrives. On a 1-2, it is a scout plane; on a 3-5, it is fighters; on a 6-8, dive bombers; and on a 9-10,
bombers.

Scout planes allow an extra spotting roll with a basic 7+ needed to successfully spot. Umpires
should adjust this appropriately, but remember that the viewpoint is from above. When the other
forms of air support occur, the player specifies the point on which he is calling the attack. The
attack happens immediately, and has a deviation of 2d6 in either case. The bombers have a blast
radius of 8” and the dive-bombers have a blast radius of 4”. The fighters hit a strip 2” wide by 5”
long starting at the impact point and extending in any direction the player wishes (specified before
rolling for deviation).

In all cases, infantry caught in the blast roll 2d6 on the 9-18” table, adjusted for cover, and vehicles
caught in the blast roll as if hit by a gun class 2 weapon. Note that historically the battle was fought
at such close quarters that the Japanese planes could play no significant part at the schwerpunkt for
risk of hitting their own men.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 4 Rajputs
Company HQ Big Man x 4
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
Infantry Gun Support Platoon
Scout Tank
Banzai-ai-ai! Garhwalis
Heroic Commander Big Man x 4
Rally 1st Platoon
Air Support 2nd Platoon
Reinforcements Support Platoon
Rapid Deployment Both
Big Man x 2 Rally
3rd Platoon Dynamic Commander
MMG Platoon

230
Scenario 23:
Map

231
Scenario 23:
British Briefing
You are Captain John Smith of the 2/7th Rajputs, part of 1st Burma Brigade. It is 2nd May 1942,
and you are currently operating in northern Burma on the banks of the Chindwin River.

The British Army in Burma is retreating to India. There’s no two ways of looking at it: you’ve been
beaten, and beaten well. The only hope now is to get as many men out of the country as possible,
and then concentrate on holding the Japs at the border. The more men brought out, the easier the
task of re-building the army will be.

1st Burma Division is responsible for the western flank of the army. Unfortunately the Japs found a
hole in your defences, between 1st and 2nd Burma Brigades, and have poured through it, crossed
the river, and captured the small port town of Monywa. This is a very serious situation indeed, as
from Monywa they can not only bottle your brigade up south of the town, but also advance forward
to Yeu and cut off the retreat of the entire army! Monywa must be re-taken!

Yesterday and this morning, elements of 63rd Brigade managed to re-take Ma-U, but have yet to
drive into Monywa itself. Your Rajputs arrived on the scene this morning, and have been ordered to
attack from the south along the line of the railway track, with the support of all available armoured
elements. You will need to watch out for troops from 13th Brigade, coming in from the east, who
will also fall under your command.

The keystone of the Japanese defence is the railway station in the north-east corner of the town.
Take that and the Japanese, already battered, will crumble and fade away. Remember: the fate of
the entire British army in Burma is in your hands!

Introduction

This is a straight attacker and defender scenario, with you as the attacker. You will be assaulting the
Japanese position from two different directions: your Rajputs from the south, and the Garhwalis
from 13th Brigade from the east. Oh, and don’t forget that the Japs have total air superiority: keep
one eye on the skies at all times!

Map & Terrain

The map shows the north-eastern side of Monywa. The railway line is built up on an embankment
approximately four feet high. It thus provides good cover for men lying behind it. The red square is
the railway station: a brick building with a tile roof. All other buildings are wooden with corrugated
iron roofs. They are mostly warehouses (Monywa is a port) or shanty-town huts. The ground is not
as open as it seems: there are bushes and folds that will give some cover to prone men.

Initial Deployment

Your troops enter the table from several points. The 2/7th Rajputs will enter from the south at the
point where the railway track enters the table. The single Stuart with them will also enter from the
south, but along the road. The 1/18th Garhwalis will attack from the east at the point where the road
enters the table. Each of your forces has 1dAV Blinds available.

232
Special Rules

Your off-table artillery has been ordered to cease firing for fear of hitting friendly troops.

Objectives and Victory Conditions

The game will last for a certain number of appearances of the Turn Card. The winner of the game is
the side that holds the railway station at that point.

Elements of 2/7th Rajputs (1st Burma Brigade)

Company HQ
Captain John Smith (1d6)

1st Platoon
Havildar Ek (1d6)
4 x Rifle Section (8 men each)

2nd Platoon
Havildar Doi (1d6)
4 x Rifle Section (8 men each)

Support Platoon
Lance Naik Tin (1d4)
1 x MMG (3 crew)
1 x Bren Gun Carrier (LMG)

Attached Tank from C Squadron, 7 th Hussars, 7th Armoured Brigade


1 x Stuart “Honey”

Elements of 1/18th Garhwalis (13th Brigade)

Company HQ
1st Lieutenant Tom Brown (1d6)

1st Platoon
Havildar Yok (1d6)
4 x Rifle Section (8 men each)

2nd Platoon
Havildar Du (1d6)
4 x Rifle Section (8 men each)

Support Platoon
Naik Le (1d4)
2 x MMG (3 crew each)

Troops/Dice 0 1 2 3 4 Vehicle AC Weapon Speed


Rajputs 1, 2, 3 4 5, 6 7, 8 - M3 Stuart “Honey” 5 5 Fast
Garhwalis 1, 2, 3 4 5, 6 7, 8 - Universal Carrier 2 LMG Fast

233
Scenario 23:
Japanese Briefing
You are Major Mugita of the 1st Battalion, 215th Infantry Regiment. It is 2nd May 1942 and you
are currently part of the spearhead of 33rd Division that has successfully thrust forward and cut the
British line of retreat at Monywa.

Driven north by lorry, your men crossed the Chindwin River yesterday and easily took the almost
undefended port of Monywa. This small town lies directly across the road that the western-most
elements of the British army will use to continue their retreat to India. Not only that, but it also puts
you in a perfect position to advance north and take Yeu: thus blocking the line of retreat of the
whole British army!

Naturally the enemy are not content to let matters lie as they are, and throughout yesterday and this
morning, you were subjected to increasingly ferocious assaults. It is now mid-afternoon, and you
know that another British attack is on its way.

Certain elements of 215th Regiment appear to have lost heart: believing that you are too far forward
of your main force, and that you should retreat back across the river. This is despicable, defeatist
talk, and you will have none of it! Your men are firmly dug-in around the lynch-pin of your
position, the railway station in Monywa, and you are determined that you will not be shifted by the
gaijin and their lackey Indian slave-troops!

A bugle sounds: the signal that another enemy attack is on the way. So be it! Good! More enemy
coming forward to be killed! Banzai!

Introduction

This is a straight attacker and defender scenario, with you as the defender. The enemy will be
assaulting your position from two different directions: the south and the east. You must hold the
railway station that is the lynch-pin of your defence at all costs.

Initial Deployment

Your troops will begin the game under concealed Blinds, dug-in anywhere on the table. You have
six Blinds available. Mark their positions on your map. Their positions are trenches and weapon
pits dug into the earth. Your reinforcements, arriving on the sixth appearance of the Turn Card, will
appear on the western edge of the table at the point where the road begins, under a further two
Blinds.

You can expect the British to attack along the lines of the road and railway from the south, and the
road from the east.

Map & Terrain

The map shows the north-eastern side of Monywa. The railway line is built up on an embankment
approximately four feet high. It thus provides good cover for men lying behind it. The red square is
the railway station: a brick building with a tile roof. All other buildings are wooden with corrugated
iron roofs. They are mostly warehouses (Monywa is a port) or shanty-town huts. The ground is not
as open as it seems: there are bushes and folds that will give some cover to prone men.

234
Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are scout mortar squads with one light mortar each.

You have Air Support throughout the battle in the form of spotting planes, bombers, dive–bombers
or strafing fighters. When the card is turned, roll a d10 to establish what sort of plane arrives. On a
1-2, it is a scout plane; on a 3-5, it is fighters; on a 6-8, dive bombers; and on a 9-10, bombers.
Watch you don’t hit your own men!

Objectives and Victory Conditions

The game will last for a certain number of appearances of the Turn Card. The winner of the game is
the side that holds the railway station at that point.

Elements of 3rd Company, 1st Battalion, 215th Regiment

Company HQ Troops/Dice 0 1 2 3 4
Shosa Mugita* (1d6)
1 x Rifle/Mortar Squad (10 men) Infantry 1, 2 (1) 3, 4 5, 6 7+ -
1 x Anti-Tank Rifle (2 crew) All your infantry are fanatical: they get +25% dice
in melee, never surrender, and need not take
1st Platoon prisoners. They also get a minimum of one firing dice
Socho Fukuhara* (1d6) even if reduced to zero initiative dice.
2 x Rifle/LMG Squad (10 men each)
0- 4- 8- 12- 16-
2nd Platoon Infantry AT
4” 8” 12” 16” 24”
Gunso Yoshiro Tsukagoshi* (1d6)
2 x Rifle/LMG Squad (10 men each) MMG 2 2 2 1 1
Infantry 3 - - - -
Attached Infantry Gun
Heicho Yoshiyuki Kobayashi* (1d6) Anti- Tank Rifle 4 3 2 2 1
1 x Type 41 75mm Mountain Howitzer (5 crew)
Artillery vs Tanks Strike
Reinforcements (arrive on 6th appearance of the Turn Card)
Type 41 75mm Gun 4
3rd Platoon
Heicho Shiro Tokita* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

MMG Platoon
Hei Kenji Ohara* (1d6)
2 x MMG (5 crew each)

The ranks of your Big Men are given in Japanese. A Shosa is a Major; a Socho is a Sergeant-Major;
a Gunso is a Sergeant; a Heicho is a Lance-Corporal; and a Hei is a Private.

235
Scenario 24: Shwegyin
Game Briefing
To complete 2nd Burma Brigade’s story, the brigade reached Pauk on 1st May 1942, and then
marched the 200 miles to Natchaung, some 15 miles south of Kalemyo, in 11 days: travelling only
at night along poor tracks, with their supplies carried by slow moving bullock carts, but unmolested
by the Japanese. From Natchaung they travelled in trucks sent south from Kalemyo, passing back
through the town and on to Tamu, on the Indian border. They finally passed into camp on 24th
May. Of the 5,800 men who had arrived at Moulmein in January, only 480 effectives remained.

With all the rest of the British troops east of the Chindwin at Yeu or beyond by 3rd May, Burcorps
was now in a position to begin its final withdrawal from Burma. Slim and Alexander still had
several major problems to overcome however. Firstly, the monsoon was imminent, and once that
broke, all further movement towards safety would become virtually impossible. The only silver
lining would be that although any troops remaining in Burma at that point could be considered lost,
the Japanese would be unable to continue their advance. Speed was therefore of the essence, but
they were still covering the right flank of the Chinese at Shwebo, and leaving that uncovered by a
too rapid retreat from Yeu could have serious political ramifications.

Secondly, the track between Yeu and Kalewa was terrible: being only about twelve feet wide and
passing through thick and hilly country, with many sharp corners, soft river beds, and dangerously
crumbling sides. Worse, the section from Shwegyin to Kalewa was considered effectively
impassable to vehicles, pack animals and even fully loaded infantry: all troops and equipment
would either have to be abandoned at Shwegyin, or loaded onto boats/rafts and shipped the four
miles upstream to Kalewa along the Chindwin, a journey of several hours. The consequences of the
PYINGAING MU
KALEWA RIVER TANTABIN LASHIO
KALEMYO SHWEGYIN NABU MONGMIT
KADUMA KIN-U
MOGOK
YEU
SHWEBO
HSIPAW
KAN CHINDWIN BUDALIN
RIVER
AYADAW

MANDALAY
MONYWA
GANGAW KYEHMON ONDAW
MYINMU
MAYMYO
CHAUNGU AVA
LINGADAW
SAMEIKKON
MYITTHA MYOTHA MOUNTAINS
RIVER KYAUKSE

TILIN
PAUK
PAKOKKU MYINGYAN

TAUNGTHA
LAIHKA

YENANGYAT MAHLAING

WUNDWIN

CHAUK MT. LOILEM


POPA
TAUNGGYI
GWEGYO KYAUK- MEIKTILA SHWENYAUNG
IRRAWADDY THAZI HOPONG
PADAUNG
RIVER HEHO

N PYAWBWE KALAW
YENANGYAUNG

236
Japanese reaching the Shwegyin bottleneck before the British were through did not bear thinking
about, and Alexander had ordered a boom built across the Chindwin at Gaundi, two miles south of
Shwegyin, manned by Royal Marines, in an attempt to stop any enemy thrust up river.

Thirdly, the British soldiers were accompanied by large numbers of wounded and even greater
number of refugees: these latter, in particular, could be expected to block roads and , based on what
had happened so far during the retreat, over-run and loot supply depots. Finally, the Japanese still
had overall air superiority, attacking the withdrawing British at will.

The British began withdrawing from Yeu late on 3rd May. 16th Brigade was ordered to pass
straight through to the Kalewa area to form a defensive box there. 17th Division, with 7th Hussars,
was to occupy a series of lay-back positions at Kaduma and Pyingaing, and to establish a flank
guard where the Maukkadaw Chaung joined the Chindwin. 1st Burma Division (currently 1st
Burma and 13th Brigades), along with the rest of 7th Armoured Brigade, would wait at Yeu until

HILLS/MOUNTAINS
N

KALEWA KAING

KONGYI

MUTAIK

SHWEGYIN

THANBAYA

GAUNDI

KYWE

HILLS/MOUNTAINS
INGONGYI

237
17th Division were in position and the Chinese had fallen back from Shwebo, and then head
directly to Shwegyin. Once 1st Burma Division had passed through their positions, 17th Division,
with 48th Brigade’s Gurkhas again forming the rearguard, would fall back as well.

At first all went well, and by the morning of 10th May the only troops left east of the Chindwin
were the Headquarters of 7th Armoured Brigade, 48th Brigade and its attached troops, and the 1/9th
Jats (less two companies) of 16th Brigade left to protect Shwegyin against a Japanese advance up
the east bank of the river. The Japanese 213th Regiment, however, had left Alon on 4th May, and
had been steadily making its way up the Chindwin by a combination of river craft and route march.
On the afternoon of 9th May, one battalion landed at Kywe, with the main body of the regiment
landing at Ingongyi later that night. The battalion that had landed at Kywe moved immediately
towards Thanbaya, just missing the arrival of the small British flank guard withdrawing from its
position at the mouth of the Maukkadaw Chaung. These British troops could see the main enemy
formation at Ingongyi, but had no way of contacting Shwegyin to warn the troops there as their
wireless batteries were totally exhausted.

The embarkation point at Shwegyin was a small sandy bay where engineers had constructed a jetty.
The track approached this bay through a shallow depression known as the Basin: about half a mile
long and 400 yards wide, overlooked by steep jungle-clad hills. The British were still trying to deal
with the congestion caused by trying to pass their whole army through the Shwegyin bottleneck,
and had troops, tanks, lorries, guns, stores and equipment stacked right the way back to Mutaik, two
miles to the north-east. The situation had been made worse by a Japanese bombing raid on the 7th:
as the Indian and Burmese labourers would now only work at night.

On the evening of 9th May, Headquarters 17th Division, 48th Brigade (less 1/7th Gurkhas) and 7th
Hussars were at Mutaik; 1/7th Gurkhas had just arrived at Shwegyin and, downstream, 5/17th
Dogras and a handful of Marines were deployed near Gaundi covering the remains of the boom,
which had been destroyed by enemy bombing on the 4th. At about 5.45am the next morning, the
Japanese arrived on the scene, and began to advance towards the Basin. On learning that the enemy
were attacking, Cowan immediately ordered 2/5th Gurkhas and the 7th Hussars to move directly to
the Basin; and 1/3rd Gurkhas (now only one company strong) and 1/4th Gurkhas to protect the track
between the Basin and Mutaik.

The Japanese force originally consisted of just those troops that had landed at Kywe: Araki Force,
comprising 33rd Division HQ, 213th Infantry Regiment and a mountain artillery battery, all under
the direct command of General Sakurai, OC 33rd Brigade, himself. His instructions were that “Not
one Allied soldier is to get back to India” and, if he could get into the Basin, he could make that
happen.

1/3rd and 1/4th Gurkhas arrived in position just in time to stop the Japanese taking the southern end
of the track running north to Kongyi and Kaing. At Shwegyin, the first Japanese attempt to take the
Basin was repulsed, the steamers loading men and equipment throughout the assault, but the
Japanese then worked their way along the hills dominating the position to a prominent knoll from
where they could bring the jetties under fire, meaning that they could no longer be used. Although
the British steamers were able to use a position some 200 yards further upstream, right under a
sheer cliff, to load and evacuate the wounded to Kalewa, the numbers involved meant that the main
force would need to use the jetties if they were to be withdrawn by river as well. That meant that the
enemy would have to be driven off the commanding knoll that they had occupied.

The British counter-attack went in at about 2pm: with 1/7th Gurkhas supported by a battery of the
1st Indian Field Regiment and 3rd Indian Light Anti-Aircraft Battery. Although “pressed with great
resolution”, it failed. Cowan had planned a second counter-attack for 5pm but, realising that the

238
Japanese were getting stronger and stronger as their reinforcements arrived, and that the approach
of nightfall meant that the jetties couldn’t be used anyway, he decided to fall back on Kalewa using
the terrible jungle track running north to Kongyi and Kaing.

The withdrawal began at once, with anything not immediately man-portable (i.e. tanks, guns, motor
transport, the remaining stores) being destroyed. At about 5pm, the guns and mortars began using
up their remaining ammunition (a process described as “wasting down” in the official history) in a
barrage that left the enemy stunned. 2/5th Gurkhas provided two lay-back positions to cover the
final withdrawal of troops from the Basin, and at around 8pm they too retreated under cover of fire
from every remaining gun’s last supplies of ammunition.

Although the path to Kaing proved as bad as had been expected (by dawn the tail of the column was
still at Kongyi) the Japanese did not follow up the retreating British. They had had enough too.

Introduction

This scenario will feature just about the last major clash in the campaign that saw the Japanese
throwing the British out of Burma: the British counter-attack on the Japanese troops that were able
to bring the jetties at Shwegyin under fire from their position on a prominent knoll overlooking the
Basin. It is thus a standard attacker and defender scenario, with the British attacking.

Note that this scenario occurs in the Burmese high summer. It is very hot and very dry.

Map & Terrain

The map shows the knoll rising out of an area of rough ground covered in patches of trees and
shrubs. There is plenty of cover around, even from troops higher up the slopes of the knoll.

Half way up the slopes of the knoll, the patches of trees and shrubs turn into fully fledged light and
then heavy jungle. Referees should make the solid green area a mixture of light and heavy jungle,
broken only by the small stream that cuts through the trees and undergrowth and runs down to the
north-west corner of the map.

Heavy jungle provides excellent cover from spotting, and good cover from fire. Visibility between
units whose line of sight is either in or interrupted by heavy jungle is limited to 12 inches. Light
jungle still provides excellent cover from spotting and good cover from fire, but movement is only
penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches.

Initial Deployment

The British forces enter the table from anywhere along its northern edge. They have six Blinds at
their disposal, any of which may be real or false.

The Initial Japanese Force begins the game just inside the tree-line half-way up the slopes of the
knoll. They have 1dAv+1 Blinds at their disposal. Their reinforcements enter the table anywhere
along its southern edge, also under Blinds.

Special Rules

Historically, the British Bofors guns firing from off-table were able to fire incredibly accurately
directly at the Japanese, past the advancing Gurkhas troops who wore patches of saffron cloth tied
to the backs of their uniforms to aid identification. To represent this in the game, the guns will count

239
as direct firing artillery firing at long range rather than the usual indirect fire from off-table guns.

Note that the British tanks are now vulnerable to Vehicle Breakdown. The Japanese get a +1 to spot
any British tanks due to the dust thrown up by their tracks.

Japanese scout planes allow them an extra spotting roll with a basic 7+ needed to successfully spot.
Umpires should adjust this appropriately, but remember that the viewpoint is from above. If the
British Bofors guns have an action held over when the Japanese spotting planes appear, they may
use this action to drive the Japanese aircraft away until the next appearance of the Air Support card.

Japanese squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice
rather than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of
sight weapon only. Note that these are scout mortar squads with one light mortar each.

Objectives and Victory Conditions

The British must drive the Japanese from the table. They win a victory if at the end of the game the
Japanese have less than five initiative dice available to them on the table, not including the
automatic (1) die that Japanese squads get when reduced below three men.

The Japanese objective is to continue to prevent the British from using the jetties to evacuate by
river. They win a victory if, at the end of the game, they have five initiative dice or more available
to them on the table, not including the automatic (1) die that Japanese squads get when reduced
below three men.

The Cards

Game Cards Japanese Cards British Cards


Tea Break Blinds Blinds
Turn Card Big Man x 4 Big Man x 6
Company HQ Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon 3rd Platoon
Scout 4th Platoon
Banzai-ai-ai! Tanks
Heroic Commander Vehicle Breakdown
Rally Rally
Air Support Dynamic Commander
Reinforcements
Rapid Deployment
Big Man x 3
4th Platoon
MMG Platoon
Infantry Gun

240
Scenario 24: Map

241
Scenario 24: British Briefing
It is 10th May 1942. You are Captain John Smith of 1/7th Gurkhas, currently one of the few
infantry units left in northern Burma in the face of the relentless Japanese advance. The British are
leaving Burma, that much is clear, and your men have, once again, formed the rearguard of the
army: slowly retreating to Shwegyin along the awful Yeu trail, fronts still towards the enemy!

Now it looks as if there is one last test before you. The trail from Shwegyin to Kalewa and then on
to India is even worse than the one from Yeu. It has therefore been decided that the only way to get
to Kalewa is by river, using the surviving steamers of the Irrawaddy Flotilla Company. The only
problem is that the jetties built by the engineers to be used to evacuate the army from Shwegyin are
in a shallow bay at the end of a piece of flat ground, known as the Basin, overlooked by jungle-clad
hills. The Japanese, again somehow stealing a march on you, have arrived at Shwegyin, and
although their attempts to take the Basin have so far been repulsed, they have managed to get on to
a prominent knoll that overlooks the jetties. Embarkation has just about stopped, as anything that
moves towards the jetties rapidly develops a colander-like appearance!

Your mission is to clear the knoll of the Japanese. Do this, and the army escapes. Fail, and the army
will be destroyed. The consequences of failure are thus unthinkable: it could mean the end of the
Empire, for God’s sake!

Your men are, however, still as keen as mustard. They know what they have to do. You also have
the advantage of some very good artillery support from, of all people, an anti-aircraft battery, who
assure you that they can direct fire over your heads and to your sides. Sounds a bit dodgy to you,
but you’ll take all the help you can get!

Right then, lads. Kukris at the ready: one last job then home!

Map & Terrain

The map shows the knoll rising out of an area of rough ground covered in patches of trees and
shrubs. There is plenty of cover around, even from troops higher up the slopes of the knoll.

Half way up the slopes of the knoll, the patches of trees and shrubs turn into fully fledged light and
then heavy jungle. The solid green area appears to be a mixture of light and heavy jungle, broken
only by the small stream that cuts through the trees and undergrowth and runs down to the north-
west corner of the map.

Heavy jungle provides excellent cover from spotting, and good cover from fire. Visibility between
units whose line of sight is either in or interrupted by heavy jungle is limited to 12 inches. Light
jungle still provides excellent cover from spotting and good cover from fire, but movement is only
penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches.

Initial Deployment

Your force enter the table from anywhere along its northern edge. You have six Blinds at your
disposal, real or false as you wish.

Special Rules

Historically, the Bofors guns from 3rd Indian Light Anti-Aircraft Battery, firing from off-table,
were able to fire incredibly accurately directly at the Japanese, past the advancing Gurkhas troops

242
who wore patches of saffron cloth tied to the backs of their uniforms to aid identification. To
represent this in the game, the guns will count as direct firing artillery firing at long range rather
than the usual indirect fire from off-table guns.

Objectives and Victory Conditions

You must drive the Japanese from the table in order to prevent them continuing to fire at the jetties
desperately needed for embarkation. You win a victory if at the end of the game the Japanese have
less than five initiative dice available to them, not including the automatic (1) die that Japanese
squads get when reduced below three men.

Elements of 1/7th Gurkhas and Off-Table Artillery Support

Company HQ
Captain John Smith (1d6)
Lance-Naik Padam Sing Rai* (1d6)
1 x Rifle Section (8 men each)

1st Platoon
Jemadar Ganeshbahadur Ek (1d6)
3 x Rifle Section (8 men each)

2nd Platoon
Jemadar Lalbahadur Dui (1d6)
3 x Rifle Section (8 men each)

3rd Platoon
Jemadar Karnabahadur Tin (1d6)
3 x Rifle Section (8 men each)

4th Platoon
Jemadar Bhuwansing Char (1d6)
3 x Rifle Section (8 men each)

Attached Tanks from 7th Armoured Brigade


3 x Stuart “Honey”

Off-Table Artillery Support


Major MacFetridge of 3rd Indian Light Anti-Aircraft Battery with 4 x 40mm Bofors Guns

Troops/Dice 0 1 2 3 4
1/7th Gurkhas 1, 2 3 4 5, 6, 7 8
All your infantry are elite.

Vehicle AC Weapon Speed


M3 Stuart “Honey” 5 5 Fast

243
Scenario 24: Japanese Briefing
You are Major Itchi of the 213th Infantry Regiment . It is early May 1942, and you are part of the
force currently engaged in the glorious conquest of Burma as part of the Emperor’s establishment of
the Greater East Asia Co-Prosperity Sphere.

The British are on their last legs, and now is the time to deliver the final blow! As the terrain ahead
of them for their retreat to India is so awful, they are attempting to withdraw by river, using some
jetties built near the village of Shwegyin.

After disembarking from your boats at Kywe, you have force marched for six hours and have now
once again caught the British dogs by surprise! Although your first attack on the area of ground
behind the jetties (stacked full of British transport and supplies) failed, you have now worked your
men into a position on a jungle-clad knoll from whence they can bring fire down onto the jetties. As
a result, you are pleased to see, the British have had to stop embarking troops.

That’s the good news. The bad news is that they are about to counter-attack your position! No
matter: you will beat them off and prevent the British from retreating from Shwegyin. Total victory
is thus within your grasp!

Objectives and Victory Conditions

Your objective is to continue to prevent the British from using the jetties to evacuate their forces by
river. You win a victory if, at the end of the game, you have five initiative dice or more available to
you on the table, not including the automatic (1) die that Japanese squads get when reduced below
three men.

Map & Terrain

The map shows the knoll rising out of an area of rough ground covered in what appear to be patches
of trees and shrubs. Half way up the slopes of the knoll, the patches of trees and shrubs turn into a
mixture of light and heavy jungle, broken only by the small stream that cuts through the trees and
undergrowth and runs down to the north-west corner of the map.

Heavy jungle provides excellent cover from spotting, and good cover from fire. Visibility between
units whose line of sight is either in or interrupted by heavy jungle is limited to 12 inches. Light
jungle still provides excellent cover from spotting and good cover from fire, but movement is only
penalised at –1” per initiative dice rolled, and visibility is limited to 18 inches.

Initial Deployment

Your initial force begins the game just inside the tree-line half-way up the slopes of the knoll. They
have 1dAv+1 Blinds at your disposal. Your reinforcements enter the table anywhere along its
southern edge, also under Blinds.

Special Rules

Your squads armed with Type 89 “Knee” Mortars have no LMG, and thus fire with two dice rather
than three, but may also fire their light mortars as well. The Type 89 Mortar is a direct line of sight
weapon only. Note that these are scout mortar squads with one light mortar each.

You have Air Support throughout the battle in the form of spotting planes.

244
Elements of Araki Force: 6th Company, 2nd Battalion, 213th Infantry Regiment

Company HQ
Shosa Itchi (1d6)
1 x Rifle/LMG Squad (10 men) Troops/Dice 0 1 2 3 4
2 x Anti-Tank Rifle (2 crew each)
Infantry 1, 2 (1) 3, 4 5, 6 7+ -
1st Platoon All your infantry are fanatical: they get +25% dice
Taii Koizumi* (1d6) in melee, never surrender, and need not take
3 x Rifle/LMG Squad (10 men each) prisoners. They also get a minimum of one firing dice
1 x Rifle/Mortar Squad (10 men) even if reduced to zero initiative dice.

2nd Platoon
Chui Nogami* (1d6)
3 x Rifle/LMG Squad (10 men each) 0- 4- 8- 12- 16-
Infantry AT
1 x Rifle/Mortar Squad (10 men) 4” 8” 12” 16” 24”
MMG 2 2 2 1 1
3rd Platoon
Shoi Ni (1d6) Infantry 3 - - - -
3 x Rifle/LMG Squad (10 men each) Anti- Tank Rifle 4 3 2 2 1
1 x Rifle/Mortar Squad (10 men)

Reinforcements (Arrive Turn 3)


Artille ry vs Tanks Strike
4th Platoon Type 41 75mm Gun 4
Gunso Kurihara* (1d6)
3 x Rifle/LMG Squad (10 men each)
1 x Rifle/Mortar Squad (10 men)

MMG Platoon
Heicho Masaichi Nagai* (1d6)
2 x MMG (5 crew each)

Attached Infantry Gun


Heicho Yoshiyuki Kobayashi* (1d6)
1 x Type 41 75mm Mountain Howitzer (5 crew)

245
Aftermath
The monsoon broke on 12th May 1942, meaning that the British had escaped disaster by just one
day! As it was, the remainder of the retreat, from the 11th to 20th May, although unopposed by the
Japanese, was carried out in the worst possible conditions: with malaria and dysentery adding to the
misery brought on by the weather. Indian lorry drivers sent from Tamu to pick up the retreating
troops were so frightened by the look of the survivors they encountered that they took their lorries
into the jungle and hid! Slim commented: “They might look like scarecrows, but they look like
soldiers too.”

The campaign in Burma had lasted five and a half months. In that time, the Japanese had advanced,
and the British had retreated, nearly one thousand miles. The British, Indian and Burmese forces
had suffered some 13,463 casualties (killed, wounded and missing) against Japanese losses of 4,597
killed and wounded. The Chinese had also taken a hammering: withdrawing piecemeal into China
except for General Sun Li-jen’s 38th Division which retreated west to India, finally crossing the
Chindwin on 30th/31st May having fought battles at Wuntho and Paungbyin. The real casualties of
the campaign, however, were the civilians that had retreated along with the British: thousands, if not
tens of thousands, and some say even hundreds of thousands, whatever their background or race,
perished en route.

The British had also lost an enormous amount of supplies and equipment. 7th Armoured Brigade,
for example, had lost all their Stuarts except one: Major Llewellen Palmer, OC 7th Hussars,
persuaded a ferry-boat captain to tow the tank bizarrely named “Curse of Scotland” across the river
on a raft. It later went on to serve as the command vehicle of Indian 7th Light Cavalry and, one
source says, led the British back into Burma in 1944.

The British had lost Burma for all the reasons that the British lost their other campaigns at the
beginning of the war: they just weren’t ready! At the onset of the campaign, they lacked aircraft and
properly trained troops. Those trained troops they did have were not trained for jungle fighting and
this, combined with their dependence on motor transport, tied them to a rudimentary road system
facing an enemy able to march quickly and efficiently down the roughest of jungle tracks. The lack
of military intelligence and loss of air supremacy so early in the campaign meant that often British
commanders were fighting (literally and figuratively!) in the dark. Without the superb performance
of some of their troops, under the most trying of conditions, especially the Gurkhas of 48th Brigade
and 7th Armoured Brigade, the consequences of the campaign would have been even worse than the
disaster it already was.

One consequence of the hard fight that the British put up was that the Japanese were unable to
immediately follow up their victory: the twin obstacles of the monsoon and the terrain between
India and Burma, along with the fact that their troops were exhausted, meant that they would be
unable to campaign until much later in the year. But that, as they say, is another story...

Note on Appendices

I have included an extensive list of British Orders of Battle in the appendices, taken from various
points in the campaign. This is to emphasise the way in which units and troops were switched from
command to command, particularly in the early stages of the campaign, in order to try and deal with
the latest crisis facing their commanders. I include the OB’s of the Japanese and Chinese forces for
completeness.

246
Appendix A1: British Order of Battle, 27th December 1941
1st Burma Division (Major General J. Bruce Scott)
In the Southern Shan States

Divisional Troops
27th Indian Mountain Regiment
2nd Indian Mountain Battery
23rd Indian Mountain Battery
5th Field Battery, Royal Artillery
56th Field Company
50th Field Park Company
1st Burma Field Company
13th Burma Rifles
14th Burma Rifles
F.F.1; F.F.3; F.F.4; F.F.5

1st Burma Brigade (Brigadier G.A.L. Farwell)


2nd King’s Own Yorkshire Light Infantry
1st Burma Rifles
5th Burma Rifles

13th Indian Brigade (Brigadier A.C. Curtis)


5/1st Punjab Regiment
2/7th Rajput Regiment
1/18th Royal Garhwal Rifles

Other Troops

2nd Burma Brigade (Brigadier A.J.H. Bourke)


At Moulmein:
12th Indian Mountain Battery
1/7th Gurkha Rifles
Tenasserim Battalion, B.A.F. (less one company)
8th Burma Rifles
At Mergui:
2nd Burma Rifles
Two companies, 3rd Burma Rifles
F.F.2
At Kawkareik:
4th Burma Rifles
At Tavoy:
6th Burma Rifles
One Company, Tenasserim Battalion, BAF

16th Indian Brigade (Brigadier J. K. “Jonah” Jones)


At Mandalay:
1/9th Royal Jat Regiment
4/12th Frontier Force Regiment
7th Burma Rifles

Rangoon Garrison
1st Gloucestershire Regiment
3rd Burma Rifles (less two companies)

247
Appendix A2: British 17th Indian Infantry Division,
8th February 1942
17th Indian Division (Major-General J.G. “Jackie” Smyth, VC)

2nd Burma Brigade (Brigadier A.J.H. Bourke)


In the Kyaikto-Sittang area
12th Indian Mountain Battery
4/12th Frontier Force Regiment
3rd Burma Rifles
7th Burma Rifles

48th Indian Brigade (Brigadier Noel Hugh-Jones)


In the Kyaikto area
1/3rd Gurkha Rifles
1/4th Gurkha Rifles
2/5th Gurkha Rifles

16th Indian Brigade (Brigadier J.K. “Jonah” Jones)


In the Bilin area
1/7th Gurkha Rifles
1/9th Royal Jat Regiment
8th Burma Rifles (less one company)
At Kamamaung
One company, 8th Burma Rifles
At Shwegun
One company, 4th Burma Rifles
At Papun
2nd Burma Rifles

46th Indian Brigade (Brigadier Roger Ekin)


At Martaban
3/7th Gurkha Rifles
One company, 2nd King’s Own Yorkshire Light Infantry
At Kuzeik
7/10th Baluch Regiment
One section, 5th Mountain Battery
At Duyinzeik
5/17th Dogra Regiment
In Reserve at Thaton
2nd King’s Own Yorkshire Light Infantry (less one company)
4th Burma Rifles (less one company)
5th Mountain Battery (less one section)

248
Appendix A3: British 17th Indian Infantry Division,
at the Bilin River Action, 20th February 1942
17th Indian Division (Major-General J.G. “Jackie” Smyth, VC)

Deputy Commander: Brigadier David Tennant “Punch” Cowan

Headquarters 17th Indian Division


HQ 28th Mountain Regiment
24th Field Company
Malerkotla Field Company
60th Field Company
6th Indian Pioneer Battalion
One section, 18th Indian Artisan Works Company
Remainder 7/10th Baluch Regiment (250 strong)
2nd Burma Rifles (at Papun)
One company, 4th Burma Rifles (at Shwegun)
One company, 8th Burma Rifles (at Kamamaung)
F.F.2 (a column on each flank)

16th Indian Brigade (Brigadier J.K. “Jonah” Jones)


2nd King’s Own Yorkshire Light Infantry
1/7th Gurkha Rifles
1/9th Royal Jat Regiment
8th Burma Rifles (less one company)
5th Mountain Battery
15th Mountain Battery
28th Mountain Battery
One section, 5th Field Battery B.A.F.
One section Armoured Cars B.A.F.

48th Indian Brigade (Brigadier Noel Hugh-Jones)


12th Indian Mountain Battery
1/3rd Gurkha Rifles
1/4th Gurkha Rifles
2/5th Gurkha Rifles

46th Indian Brigade (Brigadier Roger Ekin)


4/12th Frontier Force Regiment
3/7th Gurkha Rifles
4th Burma Rifles (less one company)
2nd Burma Rifles

249
Appendix A4: Burcorps, on Formation, 19th March 1942
BURCORPS (Lieutenant-General William Slim)

8th Heavy Anti-Aircraft Battery, Royal Artillery


3rd Indian Light Anti-Aircraft Battery (less one troop)
1st Field Company, Burma Sappers & Miners
17th & 18th Artisan Works Companies
6th Pioneer Battalion, Indian Engineers

7th Armoured Brigade Group (Brigadier J. Anstice, DSO)


7th Hussars
2nd Royal Tank Regiment
414th Battery, Royal Horse Artillery
‘A’ Battery, 95th Anti-Tank Regiment, Royal Artillery
1st West Yorkshire Regiment

1st Burma Division (Major-General Bruce Scott)

Headquarters Troops
HQ 2nd Indian Mountain Regiment
2nd Indian Mountain Battery
23rd Indian Mountain Battery
8th Indian Anti-Tank Battery
50th Field Park Company
56th Field Company (less two sections)
Malerkotla Field Company
FF1, FF3, FF4, FF5

1st Burma Brigade


2/7th Rajput Regiment
1st Burma Rifles
2nd Burma Rifles
5th Burma Rifles

2nd Burma Brigade


5/1st Punjab Regiment
7th Burma Rifles
FF8

13th Indian Brigade


1/8th Royal Garhwal Rifles

17th Indian Division (Brigadier David Tennant “Punch” Cowan)

Headquarters Troops
HQ 1st Indian Field Regiment
1st Indian Field Battery
2nd Indian Field Battery
12th Indian Mountain Battery
5th Indian Anti-Tank Battery
24th Field Company
60th Field Company
70th Field Company
1st Gloucestershire Regiment
5/17th Dogra Regiment
8th Burma Rifles
1st, 2nd & 3rd Detachments, BEF
Royal Marine River Patrol (Force Viper)
Rangoon Battalion, Burma Military Police
FF2 & FF6

250
16th Indian Brigade (2,500 strong)
2nd Duke of Wellington’s Regiment
1/9th Royal Jat Regiment
7/10th Baluch Regiment
4/12th Frontier Force Regiment

48th Indian Brigade (2,500 strong)


1st Cameronians
1/4th Gurkha Rifles
Composite Battalion: 1/3rd Gurkha Rifles & 2/5th Royal Gurkha Rifles
Composite Battalion: 1/7th Gurkha Rifles & 3/7th Gurkha Rifles

63rd Indian Brigade (Brigadier A.E. Barlow - 1,700 strong)


1st Royal Inniskilling Fusiliers
1/11th Sikh Regiment
2/13th Frontier Force Rifles
1/10th Gurkha Rifles

Army Troops

HQ 28th Indian Mountain Regiment


1st Heavy Anti-Aircraft Regiment
Detachment Rangoon Field Brigade
10th Burma Rifles
Bhamo Battalion, BFF
Chin Hills Battalion, BFF
Myitkyina Battalion, BFF
Northern Shan States Battalion, BFF
Southern Shan States Battalion, BFF
Reserve Battalion, BFF
Kokine Battalion, BFF
Karen Levies

Line of Communication Troops

2nd Indian Anti-Tank Regiment


8th Indian Heavy Anti-Aircraft Battalion
One troop, 3rd Indian Light Anti-Aircraft Battery
Rangoon Field Brigade
Two sections, 56th Field Company
2nd King’s Own Yorkshire Light Infantry
3rd Burma Rifles
4th Burma Rifles
6th Burma Rifles
11th, 12th, 13th and 14th Burma Rifles
Tenasserim Battalion, BAF
Burma Railways Battalion, BAF
Upper Burma Battalion, BAF
Mandalay Battalion, BAF
Detachments, Kokine Battalion, BAF
Detachments, Chin Hills Battalion, BAF
M.I. Battalion, BFF
1st—9th Garrison Companies

251
Appendix A5: Burcorps, Fighting Formations, 6th April 1942
Corps Troops

2nd Burma Brigade


5/1st Punjab Regiment
2nd Burma Rifles
7th Burma Rifles
8th Burma Rifles
FF8

7th Armoured Brigade Group


7th Hussars
2nd Royal Tank Regiment
414th Battery, Royal Horse Artillery
‘A’ Battery, 95th Anti-Tank Regiment, Royal Artillery
1st West Yorkshire Regiment

1st Burma Division (Striking Force)

Headquarters Troops
2nd Indian Field Battery
8th Indian Anti-Tank Battery
56th Field Company
Malerkotla Field Company
50th Field Park Company
1st Cameronians
12th Burma Rifles
FF1, FF3, FF4, FF5

HQ 27th Indian Mountain Regiment


2nd & 23rd Indian Mountain Battery

48th Indian Brigade


1/4th Gurkha Rifles
Composite Battalion: 1/3rd Gurkha Rifles & 2/5th Royal Gurkha Rifles
Composite Battalion: 1/7th Gurkha Rifles & 3/7th Gurkha Rifles

13th Indian Brigade


1/8th Royal Garhwal Rifles
1st Royal Inniskilling Fusiliers
2nd King’s Own Yorkshire Light Infantry

1st Burma Brigade


2/7th Rajput Regiment
1st Burma Rifles
5th Burma Rifles

17th Indian Division

Headquarters Troops
HQ 1st Indian Field Regiment
1st Indian Field Battery
12th Indian Mountain Battery
15th Indian Mountain Battery
5th Indian Anti-Tank Battery
24th Field Company
60th Field Company
70th Field Company
5/17th Dogra Regiment
FF2 & FF6

252
16th Indian Brigade
2nd Duke of Wellington’s Regiment
1/9th Royal Jat Regiment
7/10th Baluch Regiment
4/12th Frontier Force Regiment

63rd Indian Brigade


1/11th Sikh Regiment
2/13th Frontier Force Rifles
1/10th Gurkha Rifles

Line of Communication Troops


1st Gloucestershire Regiment

Note that the following formation was set up on 14th April:

Magforce
1st Cameronians
7th Burma Rifles
12th Burma Rifles
5th Mountain Battery

253
Appendix A6: Burcorps, Fighting Formations, 30th April 1942
Corps Troops

Artillery
HQ 28th Mountain Regiment
5th Indian Mountain Battery
28th Indian Mountain Battery

7th Armoured Brigade Group


7th Hussars
2nd Royal Tank Regiment
414th Battery, Royal Horse Artillery
‘A’ Battery, 95th Anti-Tank Regiment, Royal Artillery
1st West Yorkshire Regiment

1st Burma Division (Striking Force)

Headquarters Troops
HQ 27th Indian Mountain Regiment
2nd Indian Mountain Battery
23rd Indian Mountain Battery
56th Field Company
Malerkotla Field Company
50th Field Park Company
1st Cameronians
1st, 5th, 7th and 12th Burma Rifles
1st Gloucestershire Regiment

13th Indian Brigade


1/8th Royal Garhwal Rifles
1st Royal Inniskilling Fusiliers
5/1st Punjab Regiment

1st Burma Brigade


1st Cameronians
2nd King’s Own Yorkshire Light Infantry
2/7th Rajput Regiment

2nd Burma Brigade


2nd Burma Rifles
8th Burma Rifles
FF8

17th Indian Division

Headquarters Troops
HQ 1st Indian Field Regiment
1st Indian Field Battery
12th Indian Mountain Battery
15th Indian Mountain Battery
5th Indian Anti-Tank Battery
8th Indian Heavy Anti-Aircraft Battery
3rd Indian Light Anti-Aircraft Battery
24th Field Company
60th Field Company
70th Field Company
5/17th Dogra Regiment

254
16th Indian Brigade
2nd Duke of Wellington’s Regiment
1/9th Royal Jat Regiment
7/10th Baluch Regiment
4/12th Frontier Force Regiment

63rd Indian Brigade


1/11th Sikh Regiment
2/13th Frontier Force Rifles
1/10th Gurkha Rifles

48th Indian Brigade


1/4th Gurkha Rifles
Composite Battalion: 1/3rd Gurkha Rifles & 2/5th Royal Gurkha Rifles
Composite Battalion: 1/7th Gurkha Rifles & 3/7th Gurkha Rifles

NOTE:

By this stage the average strength of a battalion was only 400.

255
Appendix B: Japanese Order of Battle, 15th December 1941
15TH ARMY (Lieutenant-General S. Iida)
33rd Division (Lieutenant-General S. Sakurai)

33rd Mountain Artillery Regiment


33rd Engineer Regiment
33rd Transport Regiment

33rd Infantry Group (Major-General M. Araki)


213th Infantry Regiment (Colonel K. Miyawaki)
214th Infantry Regiment (Colonel T. Sakuma)
215th Infantry Regiment (Colonel M. Harada)

Plus a divisional medical unit, two field hospitals, plus veterinary and ordnance sections.

55th Division (Lieutenant-General Y. Takeuchi)

112th Infantry Regiment (Colonel K. Obarazawa)


143rd Infantry Regiment (Colonel M. Uno)

55th Cavalry Regiment (less one squadron)


55th Mountain Artillery Regiment (less one battalion)
55th Engineer Regiment (less one company)
55th Transport Regiment (less two companies)

Plus a divisional medical unit, one field hospital, plus veterinary and ordnance sections.

Army Troops

Two wire communications companies


Two fixed radio units
One line of communication sector unit
Two independent (motor) transport companies
Two independent (horse) transport companies
One line of communication hospital

Total Strength

35,440 men
701 horses
53 troop-carrying vehicles
570 trucks

All infantry regiments contained three battalions plus artillery and other support units.

Reinforcements Received

56th Division (Lieutenant-General Masao Watanabe)


Arrived at Rangoon 25th March

113th Infantry Regiment


146th Infantry Regiment (did not reach Burma until 19th April)
148th Infantry Regiment

18th Division (Lieutenant-General Renya Mutaguchi)


Arrived Rangoon 7th April

55th Infantry Regiment


56th Infantry Regiment
114th Infantry Regiment

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Attached

2 x Heavy Field Artillery Regiments


2 x Engineer Regiments
Plus
Anti-Tank, Anti-Aircraft, Signal & Line of Communication Units
1st Medium Tank Regiment
14th Light Tank Regiment

The 1st Medium Tank Regiment had a paper organisation of a Regimental HQ (two medium and one light tanks); three
medium tank companies (each ten medium and two light tanks); one light tank company (ten light tanks); and the
regimental munitions train (that included five medium and three light tanks): a total of 37 medium and 20 light tanks. It
had, however, suffered casualties in the Malaya/Singapore campaign, so this OB is as a guideline only.

257
Appendix C: Chinese Order of Battle
Commanders
Lieutenant-General Lin Wei (Chief of Chinese General Staff Mission to Burma)
Lieutenant-General Lo Cho-ying (Executive Officer to General Stilwell)

V ARMY (Lieutenant-General Tu Yu-ming)

22nd Division (Major General Liao Yao-shiang)


64th Regiment
65th Regiment
66th Regiment

96th Division (Major General Yu Shao)


286th Regiment
287th Regiment
288th Regiment

200th Division (Major General Tai An lan)


598th Regiment
599th Regiment
600th Regiment

Army Troops Attached


Cavalry Regiment
Artillery Regiment
Engineer Regiment
Armoured Regiment
Motor Regiment
Signal Battalion

VI ARMY (Lieutenant-General Kan Li-chu)

49th Division (Major General Peng Pi-shen)


145th Regiment
146th Regiment
147th Regiment

55th Division (Lieutenant General Ch’en Mien-wu)


1st Regiment
2nd Regiment
3rd Regiment

93rd Division (Lieutenant General Lu Kuo Ch’uan)


277th Regiment
278th Regiment
279th Regiment

Army Troops Attached


Engineer Regiment
Transport Battalion
Signal Battalion
1st Battalion, 13th Artillery Regiment

258
LXVI ARMY (Lieutenant-General Chang Chen)

28th Division (Major General Liu Po-lung)


82nd Regiment
83rd Regiment
84th Regiment

29th Division (Major General Ma Wei-chi)


85th Regiment
86th Regiment
87th Regiment

38th Division (Lieutenant General Sun Li-jen)


112th Regiment
113th Regiment
114th Regiment

Army Troops Attached


1st Battalion, 18th Artillery Regiment

NOTES

The strength of a Chinese regiment was equivalent to the strength of a British battalion in terms of numbers, but it
should be noted that not all Chinese infantry carried rifles. Applying these numbers to larger formations means that a
Chinese division was approximately equal to a British brigade; and a Chinese army approximately equal to a British
division.

Appendix D: Rank Equivalents

British Army (British) Indian Army Japanese Army


Colonel Taisa
Lieutenant-Colonel Chusa
Major Subedar Major Shosa
Captain Subedar Tai- i
1st Lieutenant Jemadar Chu-i
2nd Lieutenant Sho- i
Sergeant Major Havildar Major Socho
Sergeant Havildar Gunso
Corporal Naik Gocho
Lance Corporal Lance Naik Heicho
Private Sepoy Hei

259
Appendix E: Bibliography

The War Against Japan, Volume 2, India’s Most Dangerous Hour Kirby & Others
Burma, The Forgotten War Jon Latimer
Tales By Japanese Soldiers Dr Tamayama Kazuo
Quartered Safe Out Here G. MacDonald Fraser
The Retreat From Burma James Lunt
The Imperial War Museum Book of the War in Burma Julian Thompson
Burma, The Longest War Louis Allen
History of the King’s Own Yorkshire Light Infantry Lt-Col. W. Hingston
Fighting Mad: One Man’s Guerrilla War Mike Calvert
Slim, Master of War Robert Lyman

Plus:

The 4th & 7th Armoured Brigade Website


The Burma Campaign Website

My thanks also to:

The Trustees of the Liddell Hart Centre for Military Archives, King’s College London, for
permission to consult papers relating to the campaign.

Egmont UK Ltd for permission to use the images from “Darkie’s Mob”

Paul Loseby for use of the map that accompanies Scenario 7.

Bernd Seiler of www.FarRail.com for the use of the photographs accompanying Scenario 12.

Express Newspapers for permission to use the Giles cartoons.

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