SOLITAIRE ASL HISTORICAL CAMPAIGN

Jumping Cats

2nd Company/2nd Battalion/40th Regiment/9th Infantry Brigade/ 5th Infantry Division

Campaign in Malaya and Singapore

December 1941-February 1942

 

 

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.

 

Unit : 2nd Company/2nd Battalion/40th Infantry Regiment/9th Infantry Brigade/ 5th Infantry Division.

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.

 

 

 

 

 

 

 

 

Mission 1 :  First contact.  Betong, Siam.  9 December 1941

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.

 

 

 

 

Mission 2 :  Up the hills. Jitra, Kedah, Malaya.  13 December 1941.

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.

 

 

 

Mission 3: Crossing the Perak. Kuala Kangsar, Perak Province, Malaya.  21 December 1941.

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.

 

 

 

Mission 4 :  Daring Dash,.  Telok Anson, Perak, Malaya.  1 January 1942.

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

 

 

Mission 5 :  Securing the Slim,.  Kuala Kubu, Selango, Malaya.  7 January 1942.

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.

 

 

 

Mission 6 :  The Gemencheh disaster.  Gemencheh, Negri Sembilan Province, Malaya.  15 January 1942.

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

6

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?.

 

 

 

Mission 7 :  Hot ‘n Wet.  Mersing, Johore Province, Malaya.  22 January 1942.

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.

 

 

Mission 8 :  Not so much of a safe haven.  Johore Bahru, Johore Province, Malaya.  31 January 1942.

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 :

N­ 

 

 

 

 

 

 

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

 

 

 

 

Mission 9 :  At the right place. Thong Hu, Singapore.  8 February 1942.

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

 

 

Mission 10 :  Ripe Pickings. Bukit Timah, Singapore.  13 February 1942.

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!