This is the fifth game in 'A Driving Charge' a campaign for Chain of Command set in Malaya during late 1941. I am playing the Japanese and Dave, my regular opponent, has the British.
The Japanese have reached the Jitra defensive line. The previous game and the scenario we are about to play occur on the same turn. The first Japanese platoon was repulsed, now much depends on how the second fares.
If either side wins both games, then they secure a campaign victory. As the British were victorious in the first game, success here would give them that victory. Should the Japanese prevail, then we play one more game when the British can make a counterattack to attempt to retake this table.
This scenario takes place in a large plantation (technically it's a rubber plantation, but as I have plenty of palm trees they will substitute). The Japanese will mount a flanking attack, which has the potential to confine the defenders into a small area.
The last table was defended by the Leicestershire Regiment, this one is held by the 2nd/9th Jats, an experienced and well trained unit from the Indian Army. The Leicesters offered a stern resistance and Dave will be hoping the Jats can do the same.
As expected, the patrol phase enables the Japanese to place their jump-off-points around the quarter of the table defended by the Indians.
The British benefit from four additional support points, one for each campaign turn spent by the Japanese approaching the Jitra line. As a result, both sides have sixteen support points. For this game I've decided to forego a Zero attack, which has become a default support for the Japanese during the campaign. That's because I expect the Indians to have both AA MGs and artillery. Together they can prove quite effective in limiting the scope of the Zero attack. Instead, I'll go with a pregame barrage. Hopefully that sees the British waste support points on anti-aircraft weapons that will prove redundant. Without any similar interference, the barrage stands a greater chance of preventing an orderly deployment.
A fresh Japanese platoon will fight this scenario and I will add a support rifle section to increase the options for the attack. I suspect the British may have a 2 pounder AT gun, regardless I will call on a Ha Go light tank to provide suppressing fire.
A sniper will be on hand to target the Indian leaders and an adjutant will be off table so that I can bring both senior leaders into play earlier in the game. I plan to use the Local Guides ruse to move a jump-off-point as close as possible to the Indian positions. With any luck the pregame barrage prevents deployment and allows the Japanese to rush them before they can concentrate.
Prior to the game the British place a minefield that effectively isolates the plantation building.
As planned, the Japanese make use of the Local Guides ruse to move a jump-off-points. It advances to within 12" of a British jump-off-point across the plantation road.
British force morale is at nine. The Japanese are at ten and they have the opening command roll. It doesn't give them a double phase, nonetheless it allows one of the platoon's sections to deploy in the plantation. They take up tactical positions directly across the road from the British jump-off-point.
The Ha Go starts to make its way through the plantation.
Over on the other flank, the grenade discharger section deploys and takes up tactical positions.
Last, another rifle section arrives near the plantation building.
The first British command roll is 33322, which will provide quite a few opportunities to respond, but much will depend on the impact of the pregame barrage. The first two sections fail to make it through, but much to Dave's relief one finally does. The men are entrenched, across the road from the Japanese section.
Yet another Indian unit fails to make it through the barrage. Only one out of four have had success, but that one has certainly made its presence felt. The question is, can the Japanese exploit the disruption the barrage has created?
Their command roll is 664442. That's a very timely double phase. While the Indians are yet to deploy in strength, I can use the adjutant to deploy both senior leaders and press the attack The Gunso (inferior senior leader), the platoon's second in command, deploys in command range of the section that just lost its Gocho.
He orders the section to move at the double and cross the road.
They don't move particularly quickly, but the Japanese have the next phase and hopefully they can make their way into the heart of the Indian defence.
A second section deploys in their place and opens fire.
The Gocho orders a grenade to be thrown, which misses the target and very nearly results in a fumble!
The Chui (senior leader), the platoon commander, joins the section behind the plantation hut. He orders them forward at the double and moves with them.
In the following Japanese phase, the Ha Go travels flat out through the plantation.
The Chui orders the nearby section to keep on advancing toward the Indian's central jump-off-point.
The grenade discharger section pushes forward.
I take a moment to ponder the situation. I had intended to have the Japanese break into the Indian defence by outflanking the entrenched section, but that role is now being performed by other sections. With only one enemy unit on the table, perhaps I should be very aggressive and try to eliminate it in close combat?
On one hand, my gut feeling tells me attacking a full strength section in hard cover is not a great idea. Yet, I sense there is a fleeting opportunity here. A charge might just warrant the risk. Success could see the Indian defence rolled up very quickly.
I'm playing the Japanese, so why not display their customary aggression? I throw caution to the wind. The Gunso orders both sections to close on the enemy.
Has this given the British breathing space to react? Much to Dave's relief, another section makes its way through the barrage successfully. It deploys entrenched at the central jump-off-point.
The grenade discharger section moves around the flank and close enough to shut down one of the British jump-off-points. Perhaps the Japanese attack can have more success on this flank and this is where the final rifle section should deploy?
A third section is more fortunate. However, it's not entrenched and the restricted space means the men are positioned close enough to the others to make a bunched up target. Nonetheless, the men fire on the grenade discharger section using five rounds rapid and inflict three points of shock.
The entrenched section continues its firefight with the Japanese opposite.
In the British phase the command roll includes three 5s, enough to bring up their first full CoC die. More significantly the Havildar makes it through the barrage and not a moment too soon. He joins the entrenched section that has been without its Naik for some time.
They have been steadily taking casualties, but continue to hold their position. He rallies off a point of shock.
Then orders the men to continue engaging the enemy opposite.
The Havildar then orders the other section to fire on the grenade discharger section.
The pre-game barrage continues to interfere with Indian deployment and another team fails to make its way through. The barrage has performed well, but the Japanese have not been able to take full advantage.
In the Japanese phase, the Ha Go moves flat out into the Indian position.
The sniper targets the section with the Havildar. He misses the leader, but kills one of the riflemen.
The Chui moves to where he can command both of the rifle sections.
Before the next British phase Dave uses a full CoC die to end the turn. That marks the end of the pregame barrage that has created so many problems for the Jats. It also sees the stunned Gunso back on his feet.
Similarly, the Havildar is back in action.
He wastes no time issuing orders during the British phase.
He orders one section to target the grenade dischargers.
The fire proves very effective, killing two men and inflicting more shock. The grenade discharger section is relatively small and they won't be able to take much more of this.
With no interruptions from the pregame barrage the Indians are free to deploy a Vickers MMG team. Despite all the problems they've had, it looks like the Jats may yet be able to consolidate their defence before it is overrun.
The Japanese are fortunate to escape with only shock.
It's at this point I begin to really regret the rather rash charge early in the game. The leader casualties meant I could do little to rally those two sections and bring them back into the fight. In the Japanese phase I decide I can wait no longer and will spend the precious command dice trying to bring them back into action.
The Gunso rallies two points of shock. Then, in an attempt to rally off even more, he uses his once-a-game ability to administer corporal punishment. Unfortunately, he fails to offer much in the way of intimidation, or inspiration, but does manage to remove a further point. It's better than nothing.
The section's Gocho rallies off a further point and leads the men back to the plantation road.
Over on the other flank, the rifle section on the Japanese left targets what remains of the Indian sections in the centre.
Fortunately for the Indians there are no casualties, but both the rifle team and the entrenched Bren team suffer more shock.
In the British phase, the Havildar is determined to keep the firefight going.
One section targets the grenade discharger section.
The Vickers team join together with the entrenched section and target the Japanese with the Chui.
To make matters worse, the shock is mounting fast. With ten men and ten points of shock they are on the verge of becoming pinned down as well.
Have we reached a turning point in the game? For a long period the Indians appeared to be on the back foot, but they have resolutely held their ground and may be gaining the upper hand in the firefight.
A fourth Indian section deploys near the road.
They join with the entrenched section and pour fire into the plantation.
It's a very inviting target, as the Japanese sections are bunched up. Two men are killed and the surviving Gocho is wounded. Japanese morale holds steady.
The section behind them suffer more shock, which is enough to see them pinned.
Things are starting to look a bit desperate for the Japanese, but Indian force morale is getting low and the fight is not over just yet. In the Japanese phase, the sniper targets the section with the Havildar, but this time misses the target entirely.
The Chui rallies shock before assigning one of the men from the rifle team to make up the numbers in the LMG team.
The Japanese have few options remaining for manoeuvre so my hope lies with the section on the left flank. Unlike the grenade discharger section, or the section with the Chui, they haven't taken any casualties or suffered shock.
They advance through the plantation.
The Ha Go turns, ready to try to drive off the other section.
In the British phase, the Jemadar, the platoon commander, joins the men at the plantation road. He orders both sections to fire at the Japanese opposite.
Both sections suffer casualties and see their shock grow.
My attempt to rally on that flank and threaten the Indians looks like it has withered away in a hail of accurate fire from the Jats.
The Vickers MMG continues targeting the section with the Chui and inflicts enough shock to see that section pinned down. Slowly but surely sustained fire from the Jats has ground the Japanese assault to crawl.
The Havildar then has what is left of both sections target the Japanese section advancing through the plantation.
The section also suffer shock.
From the Japanese perspective, it's a disaster. They fail to inflict even a point of shock. The Indians kill three of the attackers and inflict a point of shock. That's a comprehensive repulse, sending the Japanese reeling back with additional shock.
That was a hard fought, but well deserved win for the Jats. It gives the British a victory in this game that also secures a victory for them in the campaign. The early campaign gains of the Japanese were an illusion. When faced with well trained and equipped troops in a prepared position success was not going to come easily, if at all.
That brings a very interesting campaign to a conclusion. In the initial games the lightly equipped Japanese troops were relying on speed and aggression to overcome the inexperienced recruits from the Indian Army. That was an approach less likely to succeed against well trained, regulars in prepared positions.
It's been a very intriguing microcosm of the Malaya campaign and it begs the question asked by many historians, could a more effective defence have held back the Japanese and saved Singapore? That remains a contentious question, to which the answer will forever remain unknown. This small campaign at platoon level certainly won't provide that answer. Nonetheless, I've enjoyed the way it has offered a small window into the history. That ticks the right box for me.
The end of this campaign, also marks the end of an era. Nearly all of the previous campaigns have been played at Dave's house, which has the space for the games to be set up and the lighting to assist the photography for these reports. Sadly for the blog, Dave will soon be selling the house. Happily for him, it's because he's about to get married. That means we need to find a new location for the games, or more to the point, I need to sort out things at my house so that we can continue.
It's not that I don't have the space to set up a game, I do and often play at home. Unfortunately, the space and light is nowhere near as suited for photography, so that is something I need to address before we embark on our next campaign. One thing is for certain, it won't be stopping us from playing and blogging future games. Watch this space.





