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Kohima - The Siege - April 01, 1944 - April 30, 1944

Pacific Theater By: yangtze - Last update: 05/21/2008
Axis Player: Allied Player:
x4 x6 x6 x6
first You play first    

Historical Background:
The Battle of Kohima was a battle of the Burma Campaign in World War II, fought around the town of Kohima in northeast India from April 4 to June 22, 1944. The battle started with a siege of British and Indian forces by the Japanese between April 6 and April 18, 1944. The relief and clearance of Kohima began on April 18 and ended on June 22 when British and Indian troops from Kohima and Imphal met at Milestone 110, also ending the siege of Imphal.

The battle was fought as a result of the Japanese plan, codenamed U-GO, to invade India. Originally, this operation was intended as a spoiling attack against the Indian IV Corps at Imphal, to disrupt the Allied offensive plans for that year. The commander of the Japanese Fifteenth Army, Lieutenant General Renya Mutaguchi, enlarged the plan to invade India itself and perhaps even overthrow the British Raj. The objections of various superior HQ were eventually overruled by War Minister Hideki Tojo.

Part of the plan involved sending the Japanese 31st Division (which was composed of 58 Regiment, 124 Regiment, 138 Regiment and an Independent Mountain Artillery battalion) to capture Kohima and thus cut off Imphal, and then exploit to Dimapur. This is the subject of this scenario. The division's commander, Lieutenant General Kotoku Sato was unhappy with his role. He had not been involved in the planning of the offensive, and had grave misgivings about their chances. He had already told his staff that they might all starve to death.

The siege began on April 5th as a night attack. The garrison (4th Royal West Kent Rgt.) was remorselessly shelled and mortared and slowly driven into a small perimeter on Garrison Hill. They had artillery support from the rest of 161 Brigade, themselves cut off two miles away at Jotsoma, but, as at Sangshak, they were very short of drinking water. The dressing stations were exposed to Japanese fire, and wounded men were hit again as they waited for treatment. Some of the heaviest fighting took place around the DC's bungalow and tennis court, in what became known as the Battle of the Tennis Court. By the night of April 17, the defenders' situation was desperate.

The British 2nd Division had begun to arrive at Dimapur in early April, having moved from Southern India where they had been training for amphibious landings. Their leading troops relieved 161 Brigade at Jotsoma on April 15, and 161 Brigade in turn broke through to Kohima on April 18. By now, Kohima resembled a battlefield from the first World War, with trees smashed and the ground covered in craters, but the relief was under way. See scenario [Burma] Kohima - the Relief.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Axis Player: Take 4 Command cards
You move first.

Allied Player: Take 6 Command cards.

Conditions of Victory:
6 medals.

A unit that occupies the tennis court hex (representing the DC's bungolow and associated buildings), or an Axis unit that captures the supply depot of Jotsoma, counts as one Victory Medal for their side. Place Objective Medals on these hexes. As long as the unit remains on the hex, it continues to count toward victory. If the unit moves off or is eliminated, it no longer counts.

Special Rules:
The Allied Special Force infantry unit is an elite Chindit unit (23rd Long Range Penetration Brigade). Place a Chindit badge in the same hex as this unit to distinguish it from the other units. The Chindit unit may move 1 or 2 hexes and still battle.

The supply situation for the Japanese is very poor. Subtract 1 order from each command card played by the Japanese player - i.e. if an Attack card is played, normally allowing 3 units to be ordered, only 2 unit may be ordered. For cards that allow units to be ordered across different battlefield sections (e.g. Recon in Force), the Japanese player may decide which section the subtracted order comes from. For cards that order all units in a section, the Japanese player may order 3 units. If the Japanese capture Jotsoma this restriction is lifted, and the Japanese immediately receive an extra command card for the rest of the game, even if they subsequently lose Jotsoma, bringing their hand of command cards to 5. This rule is in addition to normal Supply Depot special rules.

Imperial Japanese Army Command rules are in effect (see P.7, PT).

Jungles are explained on P.5, PT.

Night Attack rules are in effect (PT 8).

Supply Depots special rules are in effect (Jotsoma) (TP 11).

Note that 4 British units begin the game dug-in with sandbags.

You need the Pacific Theatre and Terrain Pack expansions to play this scenario.

Scenario Bibliography:

Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order