[Singapore] Johore Strait - February 09, 1942 - February 10, 1942

Battle of Singapore
Pacific Theater By: Brycie35 - Last update: 05/09/2011
Allied Player: Axis Player:
x6 x5 x6 x6
first You play first    

Historical Background:
The Japanese had thrust thought the Malaya peninsula in just 2 months, now they paused just a few days before beginning the final assault on the jewel, Fortress Singapore. British forces had blown the causeway linking the island to the mainland, but they had been slow to construct defences along the shoreline, and the British and Australian units stationed there were spread far too thinly. The Japanese had in secret gathered many assault boats to the North East of the island. The Japanese were outnumbered 2 to 1, though they did have complete air superiority. To overcome numerical disadvantage, speed and a concentrated attack to gain local superiority would be the order of the day. A fierce artillery bombardment into the Australian defences just west of the causeway would signal the beginning of a Japanese amphibious assault. At 8.30 Japanese Assault boats began crossing Johore strait. The Australian put up heavy resistance destroying many assault boats. The Japanese main assault fells on Kampong Pier, while others landed on swamp frontage and up the Mandai River. The Australian support was slow to arrive, but the attack along Mandai River came to nothing thanks to some quick intervention. The darkness the fighting around Kampong Kranji became confused and often leads to hand to hand combat, with both sides unsure of the enemy?s location. The Australians at Kampong Kranji were outnumbered, and with not reserve to call upon were forced to execute their withdraw plan, conceding the coastline, the Causeway, and Singapore.

Axis Player [Japan]: Take 6 Command Cards.
You move first.

Allied Player [Australia]: Take 5 Command Cards.

Conditions of Victory:
6 Medals.

Victory medal locations count as a Sudden Death Objective for the Japanese Player if they can hold all 3 victory locations under control at the end of any turn.

Special Rules:
Night Rules are in effect, except the Allied played does no begin rolling for daylight until their second turn. (Terrain 19)
British Commonwealth Command rules are in effect. (Nations 5)
Imperial Japanese Army Command rules are in effect. (Nations 3)
The Japanese Infantry unit marked with an Engineers badge is an Elite combat Engineer unit (Troops 4), they may also move 2 and still battle.
The Japanese Infantry unit marked with a Special forces Infantry badge is Elite. (Troops 2).
Air Rules are in effect. Japanese players starts with both Air Sortie cards. No Air Sortie Card may be played until full daylight is reached.
Japanese units with landing craft may move up the Mandai River instead of landing on the Beach. (Troops 15)
Special Weapon Asset rules (SWAs 7) are in effect for the 1 Allied unit, & 1 Japanese unit with Machine Guns.
The Allied units marked with a British Special Forces Badge and the machine gun badge are both Elite. (Troops 2)
Camouflage rules are in effect for the Allied unit marked with a Battle Star Token. (Actions 16)
Big Guns rule is in effect for the Allied Artillery unit. (Troops 3)

Scenario Bibliography:
ASL Scenario Z13 Singapore by Moonlight

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