Introduction : This is a SASL
Historical Campaign recreating the campaign of the 5th Japanese
Division’s part in the Malayan and Singapore campaigns. You will find 10 Weekly Missions from
December 1941 to February 1942.
General : Use 17 Solitaire Campaign rules. 17.21-24 are NA (see per campaign).
Campaign structure : Weekly Missions.
PTO is in
effect for all missions.
Brigade Commander : Major-General
Saburo Kawamura
Composition : Standard Japanese
Company 1941-6/43 [US#41/28]
ELR : 4
FBE is North and EBE is south, unless stated otherwise.
Enemy is British (PTO)
Dense
Jungle is in effect, unless stated otherwise. All Rice Paddies are In-Season
There is a general +1 drm to table {A5}. S5.744 is NA
Special :
v
Every
Friendly squad and crew has Bycicles.
v
With
the speed of the campaign and the sloppy Japanese reinforcement and resupply
system, refitting will not happen after every Mission. S17.62 and S17.8 are NA
then.
v
There
are 3 types of Rain in this game : Light Rain, Heavy Rain and Monsoon. Light and Heavy Rain are as per E3.51.
Monsoon has a Mist LVH of +1 at £ 3 hexes and is increased by +1 for
3-5 hex range and another +1 at all ranges > 6 hexes. If a Wind Change DR ³ 10 occurs during Heavy Rain, Monsoon is
invoked.
9th Brigade landed without opposition near Singora in
southern Siam on 8 December 1941. The day after the troops moved southwest
towards the Malayan border. Operation
Matador had been planned to counter this and the 11th Indian
Division crossed the border into Siam to hold the Japanese Assault before they
were in Malaya. The troops met head on and it soon became very confused with in
the end the Indians having to retreat in disorder back to the border.
TYPE : Patrol (8)
MISSION
TABLES :
|
Enemy SAN
dr |
Result |
Friendly SAN dr |
Result |
Enemy AC dr |
Result |
Enemy RE
dr |
Result |
Friend RE
dr |
Result |
|
≤ 4 |
4 |
≤ 3 |
5 |
≤ 3 |
2 |
≤ 2 |
2/3 |
≤ 3 |
3/4 |
|
≥ 5 |
3 |
≥ 4 |
4 |
≥ 4 |
3 |
3-5 |
3/4 |
4-5 |
4/5 |
|
|
|
|
|
|
|
≥ 6 |
4/5 |
6 |
5/6 |
MAPBOARD SELECTION : Change North
arrow as follows : N ®
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
47 |
|
4-5 |
46 |
|
6 |
34 |
|
7 |
32 |
|
8 |
36 |
|
9-10 |
35 |
|
11-12 |
50 |
Place overlay X6 randomly as per Sniper
Placement
Wheather : Monsoon with a Light
Breeze from the Northwest.
Enemy ELR : 2
SEQUENCE :
Friendly enter along FBE. Enemy sets up on central and western boards.
Friendly side starts first.
MISSION END : At the end of Game
Turn 9 and at the end of each turn thereafter, perform a dr. If the result is £ 1 the Mission ends immediately. There is a –1 drm for every turn completed
after turn 9.
MISSION
SPECIAL RULES :
3. There
is a +1 DRM to each enemy activation on Table B2, B3 and B8.
4. The road that is part of the Road
Network does exist as a road, all other roads are paths.
Do not refit between Missions.
The Recon detachment of Colonel Saeki crossed the border and attacked
the defenses of Jitra but met heavy resistance. 41st Regiment was sent to the east of the city while
40th Regiment went west to hit the flank of a Leicester
Battalion. While the battalion was
holding on British commander General-Major Murray-Lyon decided to retreat from
the positions around Jitra. Two days later Japanese 25th Army HQ was
installed at Alor Star, the airfield south of Jitra.
TYPE : Attack on dug in enemy
position (Non Standard)
MISSION
TABLES :
|
Enemy SAN
dr |
Result |
Friendly SAN dr |
Result |
Enemy AC dr |
Result |
Enemy RE
dr |
Result |
Friend RE
dr |
Result |
|
≤ 3 |
4 |
≤ 4 |
4 |
≤ 3 |
2 |
≤ 2 |
2/3 |
≤ 2 |
3/4 |
|
≥ 4 |
3 |
≥ 5 |
3 |
≥ 4 |
3 |
3-5 |
3/4 |
3-4 |
4/5 |
|
|
|
|
|
|
|
≥ 6 |
4/5 |
≥ 5 |
5/6 |
PREVAILING ATTITUED: Hold
{A2b}
MAPBOARD CONFIGURATION :
N
|
|
|
|
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
34* |
|
4-5 |
39 |
|
6-8 |
50 |
|
9-10 |
47 |
|
11-12 |
35* |
* Place overlay 2 on randomly determined :
DD8/DD9, T2/T1, N8/N9, D2/D1
Wheather
: Heavy Rain with a Light Breeze from the Northwest.
Enemy
ELR : 2
MISSION END/TURNS/SEQUENCE: At the end of Game Turn 10 and at the end of
each turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately. Friendly side moves first, enters FBE.
ENEMY SET UP: For the north board set up per S4.1a. For the south board place 1x S? in each hill hex (either odd or even numbered, determined by dr).
VC: The side with the most VP for all scenarios played for this
mission wins.
VPOs: None
VICTORY CONDITIONS :
- Each side receives VP for the control of any IP equal to the
stacking capacity.
- The Enemy recieves 1 VP for each S? remaining on board at
scenario end.
MISSION SPECIAL RULES
1. GENERATION / RE / Other DRMs
Table A1 (ENEMY Activation): +2 Table x9 (FRIENDLY RE): Not
used, see MSR 2
Table
x5 (Fortification Table): -2 Table A11 (ENEMY RE): Not used, see MSR 2
2. RE Tables, use the following table in place of Table A11 and x9.
Any RE may be used more than once.
|
dr |
ENEMY RE |
FRIENDLY RE |
|
1 |
RE 01 |
RE 03 |
|
2 |
RE 03 |
RE 16 |
|
3 |
RE 11* |
RE 25 |
|
4 |
RE 34 |
RE 53 |
|
5 |
RE 55 |
RE 63 |
|
6 |
RE 72 |
RE 64 |
Add “pillbox or foxhole” after “building location”
3. Activation on Hills: Activations that takes place on a Hill
have an automatic Fortification.
4. There is a +1 DRM to each enemy activation on Table B2, B3 and B8.
Finding no suitable defensive positions and with the 9th
Brigade on their heels, the British withdrew further south all the way to the
Kuala Kangsar area. The reconstructed
Indian Brigades tried to make a stand along the river but were soon infiltrated
by small Japanese groups in rafts and yet another withdrawal was order towards
Ipoh and Kampar.
Type : River Assault (17)
INITIAL MAPBOARDS :
Take mapboard 40 for the western
board.
Roll on the table below for the eastern
board :
|
DR |
Board |
|
2-3 |
42 |
|
4-5 |
46 |
|
6 |
34 |
|
7 |
32 |
|
8 |
36 |
|
9-10 |
35 |
|
11-12 |
38 |
FBE is west, EBE is east.
All buildings are wooden and all
single buildings are huts. All walls
are hedges.
Wheather : Light Rain with No Wind
at start.
Light Jungle is in effect.
Enemy ELR : 2
MISSION
SPECIAL RULES :
MSR 2 is NA
4. There
is a +1 DRM to each enemy activation on Table B2, B3 and B8.
In order to give the British no respite Lieutenant-General Yamasjita
decides, against the advice of his Operations Officer Colonel Masonobu Tsuji,
to land behind the British lines with 1500 men from 40th Regiment
near Telok Anson 120 km to the south while 41st and 42nd
Regiments attacked Kampar. The landings were a surprise for the British and
they had to send their 12th Brigade to hold the beachhead.
Type :
Amphibious assault (20)
MAPBOARD SELECTION :
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
47 |
|
4-5 |
46 |
|
6 |
34 |
|
7 |
32 |
|
8 |
36 |
|
9-10 |
35 |
|
11-12 |
38 |
On a dr > 4, Place overlay 3 on randomly
determined : DD8/DD9, T2/T1, N8/N9, D2/D1
FBE is
west, EBE is east. Use configuration B.
Beach has a
Slight Slope and Hard Sand. There is a
Light Breeze from the West.
Light
Jungle is in effect with Overcast.
Enemy AC is
2
Enemy ELR
is 1
ENEMY SET UP: Set up per S4.1 cases a) and c).
VICTORY CONDITIONS :
- Each side receives VP for the control of VPO.
- Enemy side recieves 2 VP for each CVP
- Friendly sides recieves ½ VP for each EVP.
MSR 1,4 and
5 are NA
7. All Friendly forces and
reinforcements enter FBE on boats (NOBA or OBA are NA), 6 hexes from any beach
hex. The Ocean has a slow current to
the north.
8. There
is a +2 DRM to each enemy activation on Table B2, B3 and B8.
9. S13.83 is NA
Kampar was taken after fierce battles with heavy casualties on both
sides. The remains of the Indian
brigades tried to make a stand along the Slim river but with the confused
situation not all Indian troops had crossed the main bridge on the road to
Kuala Lumpur. An ideal situation was
created to take the bridge intact and trapping large groups of enemy troops. Afte the battle 3200 prisoners and over 600
vehicles were captured.
Type : The Bridge (13 ) Inversed
PREVAILING ATTITUDE : Advance {A2a}
MAPBOARD SELECTION :
INITIAL MAPBOARDS : Roll on the
table below for the western board.
|
DR |
Board |
|
2-3 |
42 |
|
4-5 |
38 |
|
6 |
35 |
|
7 |
37 |
|
8 |
34 |
|
9-10 |
32 |
|
11-12 |
48 |
On a dr > 4, Place overlay 3 on randomly
determined : DD8/DD9, T2/T1, N8/N9, D2/D1
FBE is
west, EBE is east.
Light
Jungle is in effect with Overcast, the road that is part of the Road Network
does exist.
Enemy ELR
is 2.
S?
PLACEMENT/ENTRY :
Do
not switch ENEMY and FRIENDLY
Place
ENEMY Grey S? according to S4.1 a and d on both boards as well as on each
bridge hex.
Enemy
S? [EXC Grey S?, see MSR 12] and activated units advance towards the EBE and
will move towards that direction unless Panicking on each Move activation.
VP
SCHEDULE :
Replace
25 CVP by 35 CVP.
MISSION SPECIAL RULES
MSR 1, 3 and 8 are NA
Replace FRIENDLY by ENEMY and vice versa on the Mission card (especially note MSR 4, 5, 6 and 7).[EXC S?PLACEMENT/ENTRY].
9. There is a -1 DRM to the colored die of each DR on
Table A11.
10. Replace all West(ern) to East(ern) and vice versa on
the Mission card.
11. There is a +1 DRM to each enemy
activation on Table B2, B3 and B8.
12. Grey S? have Hold as prevailing
attitude until all Black S? have crossed the bridge at which point they assume
Advance attitude.
13. Each activated Grey S? contains a
Elite HS with a DC on a subsequent dr > 4.
This unit will try to set the DC unless Panicking. Once succeeded it will try to blow the bridge. There is a + 1DRM to the NTC for that for
every Enemy 8 CVP still west of the bridge.
Do not refit between Missions.
Continiously harrasing the retreating British, the 5th
Division takes the capital Kuala Lumpur without much resistance on 11
January. With the pursuit taking such a
speed, problems were abound. The newly
arrived Australian 30th Battalion of 29th Brigade waited
for the Japanese Mukaide detachement troops to pass a bridge and after several
companies had passed blew the bridge and assaulted the stranded troops. 9th Brigade was sent in to rescue
but much of the command was wiped out.
Type :
Rescue ! (Non Standard)
Prevailing
Attitude: Hold {A2b} (See MSR 3 & 5)
MISSION
TABLES :
|
Enemy SAN
DR |
Result |
Friendly SAN dr |
Result |
Enemy AC dr |
Result |
Friendly
AC dr |
Result |
Both RE
dr |
Result |
|
2 |
7 |
≤ 2 |
5 |
1 |
2 |
1 |
2 |
≤ 2 |
4/5 |
|
3-4 |
6 |
3-4 |
4 |
2-5 |
3 |
2-3 |
3 |
3-4 |
3/4 |
|
5-6 |
5 |
5 |
3 |
6 |
4 |
³ 4 |
4 |
³ 5 |
2/3 |
|
7-9 |
4 |
6 |
2 |
|
|
|
|
|
|
|
³ 10 |
3 |
|
|
|
|
|
|
|
|
MAPBOARD CONFIGURATION :
N
|
|
|
|
|
|
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
47 |
|
4-5 |
32 |
|
6 |
34 |
|
7 |
37 |
|
8 |
35 |
|
9-10 |
48 |
|
11-12 |
33 |
On a dr > 2, Place overlay 3 on randomly
determined : DD8/DD9, T2/T1, N8/N9, D2/D1
Light
Rain with a Light Breeze from the Southwest.
VPO
LOCATION : See Friendly S? Placement Entry.
FRIENDLY
S? PLACEMENT/ENTRY:
Take
12S? to represent the Friendly trapped company. Two VPOs are selected as
follows: 1) Roll for a VPO Location on the middle board and place a Friendly
VPO counter; 2) Place a Friendly VPO counter on the next closest (in
hexes) VPO. Divide the 12S? into 2 groups of 6S? each, and place them in and
around the VPOs that were selected. If there are not at least 6 concealment
terrain hexes in/within 3 hexes of each VPO, then reroll. If none of the
VPOs have concealment terrain within 3 hexes of them, roll for another
board. EXAMPLE: The board rolled for is 33. One of the VPO's rolled for
is 33B5. Since there is only 5 concealment terrain hexes in/within three hexes
of 33B5, a different VPO setup must be made. In addition, the trapped
units may be low on ammo. After set-up, make a dr: 1-3 = No Effect; 4-6 = All
"trapped" units suffer from “Ammo Shortage” (A19.131).
ENEMY
S? PLACEMENT/ENTRY:
Place
S? as per 4.1 case a and b. No Enemy S? can be placed on/adjacent to a Friendly
S?. All non-City mapboards are considered as “village” boards for
purposes of Enemy S? placement in “Built-Up Areas” per S4.12.
SEQUENCE:
Friendly
S? are placed on the two VPOs on middle board. Enemy S? are placed on all three
boards. Friendly units are then set up offboard and may enter anywhere along
the FBE on/after turn 1. The Friendly side moves first.
MISSION
END:
The
Mission ends immediately when the last Friendly unit leaves the mapboard or is
eliminated.
VP
SCHEDULE:
MISSION SPECIAL RULES
1. There is a +1 DRM to the colored die of each DR on
Table A11.
2. The Friendly side is granted transport to help with
the evacuation. Before setup, make a DR(x7) to determine the type of vehicles
granted to your unit. Your unit is granted three of this type. Any/all vehicles
may be refused after determination.
3. Friendly S? are activated the same way as Enemy S?
are, by your Friendly company. Friendly S? have a Hold Attitude. When
activated, the units are under the player’s control the same as the
Friendly company. Make a careful note of the units activated from the Friendly
S?, because they are used to determine VPs.
4. Enemy S? on the mapboard nearest the FBE have
an AC# of “2” until the last Friendly S? is activated.
5. Enemy S? have a Hold Attitude until the last Friendly
S? is activated. When that occurs, all Enemy S? and units change to Advance
Attitude for the rest of the mission. The Friendly units activated from the
Friendly S? are treated as VPO's (S9.25).
6. Enemy S? which exit the FBE may not re-enter
and do not count for VP purposes.
7. No Friendly unit can be evacuated off the FBE until
all Friendly S? have been activated.
8.
CA facing: The ENEMY isn't expecting
the rescue attempt. Any activated units on the board nearest the FBE, with a
weapon with a CA,(this includes MMG & HMG (A9.21)) must roll a die to
determine their facing upon activation. 1-2=toward the unit that activated it.
3-6=toward the nearest Friendly S?.
Lieutenant-General Jamasjita decided to send the Guard Division along
the coast towards Singapore while the 5th Division would hammer at
the defensive positions. At one point
40th regiment found itself to far within the Australian positions
and was attacked from all sides by the 22nd Australian Brigade and
had to withdraw.
Type :
Crush on you (Non Standard)
PREVAILING ATTITUDE (3.2): Advance {A2a}
MISSION TABLES :
|
Enemy SAN dr |
Result |
Friendly SAN dr |
Result |
Enemy AC |
Result |
|
≤ 3 |
4 |
≤ 2 |
4 |
≤ 4 |
3 |
|
4 |
5 |
≥ 3 |
3 |
≥ 5 |
4 |
|
≥ 5 |
6 |
|
|
|
|
|
Enemy RE dr |
Result |
Friendly RE dr |
Result |
|
≤ 3 |
4/5 |
≤ 2 |
3/4 |
|
≥ 4 |
5/6 |
≥ 3 |
4/5 |
MAPBOARD SELECTION :
N
|
|
|
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
48 |
|
4-5 |
32 |
|
6-8 |
37 |
|
9-10 |
35 |
|
11-12 |
34 |
Heavy Rain
VPO LOCATIONS :
Roll on {6g} orVPO’s as last Mission with the same ownership as at the end of that mission.
S? PLACEMENT :
Remove all S? from previous Mission. Place black S? As per S4.1a, b and c on all boards at least 4 hexes from any Friendly unit [EXC. VPO under Enemy Control].
In addition to the above the Enemy begins the Mission with an offboard pool of S? equal to the toal US# of all Friendly units in the player’s at-start OB.
S? ENTRY : At start of each Enemy RPh in which there is ≥ 1 unentered S? remaining in the Enemy’s offbaord S? pool make a DR+2 to determine the number entering that turn.
SEQUENCE :
Friendly Sets up on the northern board. Enemy side starts first.
MISSION END :
At the end of Game Turn 6 and at the end of
each turn thereafter, perform a dr. If the result is £ 2 the Mission ends
immediately.
VP SCHEDULE :
MISSION SPECIAL RULES :
1. There is a +1drm to the colored dr of each DR on Table A11 and x9.
2. There is an additional –1DRM on the A1 Table.
3. S? treat Friendly units as FBE.
4. The Friendly side gets one module of 81MTR OBA with Plentiful Ammunition (HE and SMOKE).
5. The Enemy gets 1 Artillery Strike in the form of 81MTR OBA commencing on Turn 1.
Do not refit between Missions.
With the Guard Division closing in on Singapore, the British III Corps
had to withdraw to the island and Jamasjita ordered the final assault in order
to trap as many Commonwealth troops as possible. The 8th Australian
Division and Argyll and Sutherland Highlanders peformed a nice fighting
withdrawal blowing up the causway between Singapore and Malaya once they had
crossed. Most made it to the island
although Singapore would prove not to be much of a safe haven.
Type : Lash Out (Non Standard)
PREVAILING ATTITUDE (3.2): Hold {A2b}
MISSION TABLES :
|
Enemy SAN dr |
Result |
Friendly SAN dr |
Result |
Enemy AC dr |
Result |
|
≤ 2 |
4 |
≤ 3 |
4 |
1 |
3 |
|
3-4 |
5 |
≥ 4 |
3 |
≥ 2 |
4 |
|
≥ 5 |
6 |
|
|
|
|
|
Enemy RE dr |
Result |
Friend RE dr |
Result |
|
≤ 3 |
3/4 |
≤ 2 |
5/6 |
|
≥ 4 |
4/5 |
4 |
4/5 |
|
|
|
≥ 5 |
3/4 |
MAPBOARD SELECTION :
|
|
|
|
|
|
INITIAL MAPBOARDS :
|
DR |
Board |
|
2-3 |
44 |
|
4-5 |
42 |
|
6-8 |
48 |
|
9-10 |
49 |
|
11-12 |
46 |
Light Jungle is in effect with Overcast.
S? PLACEMENT :
Place black S ? As per S4.1a and b on all boards.
SEQUENCE :
Friendly side enters along FBE. Friendly side starts first.
MISSION END :
At the end of Game Turn 11 and at the end of each turn thereafter, perform a dr. If the result is £ 2 the Mission ends immediately.
VP SCHEDULE :
MISSION SPECIAL RULES :
1. Each turn at the start of the Enemy RPh, from Turn 2 on, and in
addition to any normal RE, roll a DR on following table :
|
DR |
Unit
|
|
2-4 |
Lower Enemy RE# by
one |
|
5-6 |
No effect |
|
7 |
Conduct Enemy RE34
with a DR-2 instead and no additional reinforcements |
|
8-9 |
Conduct
Enemy RE 61. |
|
10 |
Conduct Enemy RE
63 without additional reinforcements |
|
11 |
Conduct Enemy RE
73 |
|
≥ 12 |
Conduct Enemy RE
51 |
5th Division was send west of Johore Bahru to lead the final
assault on the Singapore while the Guard Division was sent to the east and
hold. General Percival had sent his 18th
and 11th Divisions to the east, which left just the 8th
Australian to defend the western part of the Island. The Australians put up a
decent defence but could not stop the assault.
Soon large Japanese Assault groups were on the island.
Type :
Amphibious assault (20)
MAPBOARD SELECTION :
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
47 |
|
4-5 |
46 |
|
6 |
34 |
|
7 |
35 |
|
8 |
36 |
|
9-10 |
35 |
|
11-12 |
37 |
Night Rules are in effect with Half
Moon and Overcast. NVR is 2.
Use configuration
A.
Beach has a
Slight Slope and Hard Sand. There is a
Light Breeze from the South.
Light
Jungle is in effect.
Enemy ELR
is 2
MSR 1,4 and
5 are NA
7. All Friendly forces and
reinforcements enter FBE on boats 4 hexes from any beach hex. The Ocean has a slow current to the West.
Do not
refit between Missions
With 5th Division ashore the Australians withdrew to the
hills on the center of the island but after a hectic defense 9th
Brigade broke through and exploited towards Singapore City. A few days later General Percival
surrendered Singapore.
Type :
Exploitation (Non Standard)
PREVAILING ATTITUDE (3.2): Advance {A2b}
MISSION TABLES :
|
Enemy SAN dr |
Result |
Friendly SAN dr |
Result |
Enemy AC dr |
Result |
|
≤ 4 |
4 |
≤ 3 |
3 |
≤ 3 |
3 |
|
≥ 5 |
3 |
≥ 4 |
2 |
≥ 4 |
4 |
|
Enemy RE DR |
Result |
Friend RE DR |
Result |
|
≤ 3 |
2/3 |
≤ 4 |
3/4 |
|
4-6 |
3/4 |
5-9 |
4/5 |
|
7 |
4/5 |
≥ 11 |
5/6 |
|
8-10 |
5/6 |
|
|
|
≥ 11 |
6/7 |
|
|
MAPBOARD SELECTION :
|
|
|
|
|
|
® N
INITIAL MAPBOARDS : Roll on the
table below for each board.
|
DR |
Board |
|
2-3 |
44 |
|
4-5 |
35 |
|
6-7 |
48 |
|
8 |
42 |
|
9-10 |
49 |
|
11-12 |
33 |
Light
Jungle is in effect.
Enemy ELR
is 1
S? PLACEMENT :
Place black S ? As per S4.1e [EXC. Equal to the
Friendly US#. Make a dr on {A6e} and then {A6g} to determine the radius,
regardless of terrain]. On a dr 4 <
than the current turn number roll a
DR+4. This is the number of grey S? the
Enemy will receive. Randombly determine
entry on the EBE, north edge or south edge of the boards adjacent to the EBE.
SEQUENCE :
Friendly side enters along FBE. Friendly side starts first.
MISSION END :
At the end of Game Turn 13 and at the end of each turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
VP SCHEDULE :
MISSION SPECIAL RULES :
1. There is a -1 DRM to each enemy activation on Table A1 and A9 or x9
Table
2. For Activation of the black S? us following table. Black S? have Hold as prevailing attitude.
Once activated they will Move automatically (unless Panicking) towards the EBE.
|
DR |
Result |
|
≤ 4 |
Ammunition Dump |
|
5-6 |
SW |
|
7 |
- |
|
8-9 |
S |
|
≥ 10 |
HS |
3. RE can happen even if no S? has been activated.
4. There
is a +1 DRM to each enemy activation on Table B2, B3 and B8.
© 2005 by
Hans Mielants
Sources :
Arthur Swinsson : Defeat in Malaya
Charles Kruzshak
for Attack on enemy dug in position Mission
Ken Sheer
for Rescue!