| 'Tiger
of Malaya': Developer's Notes
By Mike Bennighof, Ph.D.
March 2007
Tiger of Malaya is actually one of
the oldest games in our inventory, its design
stretching back to the early 1990s when Brian
Knipple worked for me at another, mercifully
long-forgotten wargame publisher. He’d
concocted a game system to model differences
between two sides’ supply and command-and-control
situations by limiting and randomizing their
chances of conducting operations. Each had
a set of “impulse chits,” each
of those in turn indicating one type of “impulse”
(a set of actions) that player could undertake
with his or her units. A FULL impulse let
them move, attack and do whatever else the
game allowed; a MOVE impulse, for example,
only let them move their units but they could
not attack with them.
Brian designed a trio of games with the
system, one he called Leyte 1944, one
called Arakan, and one called Grim
Glory. The Leyte game seemed the best
of the lot and was the only one involving
American forces (always an important marketing
point) so we released it in 1994 as one of
our first games, under the title MacArthur’s
Return. Arakan became our misbegotten
Operation Cannibal, and I’ve
told its
sorry tale elsewhere.
The Grim Glory game covered the Japanese
assault on the southern end of the Malayan
peninsula and the island of Singapore in early
1942. His title comes from a chapter heading
in the Australian official history of the
campaign, but it doesn’t relate to the
subject at all. Tiger of Malaya, though
it does invoke a Japanese general’s
nickname, seemed a much better handle. It
was originally going to be a 1996 release,
but then things happened. Even though it was
by far the best game of the three, Tiger
of Malaya was put aside. When we started
our Classic Wargames
program, Tiger of Malaya was a natural
choice, though smaller than the other initial
offerings.
So now that it finally exists, what do you
get in the box?
The game has 560 pieces, by Susan Robinson,
and one 35x24-inch map, by Beth Donahue. For
the first time, we went with fully-illustrated
setup cards for all four of the scenarios
and for each side’s reinforcements,
with pictures of the pieces and indicators
of where they go. If this feature proves as
popular as we think it will, we’ll be
using it more often in other games.
The strategic situation is tense in all the
scenarios, which differ as to length and start
and end dates. The map covers Johore Province
and Singapore Island. It does not include
the fighting in northern and central Malaya,
where the Japanese bundled the Allies southward
fairly easily — a spectacular Japanese
victory, but not all that interesting for
an Allied player. Rather, it concentrates
on the final weeks of the campaign where resistance
stiffened and where the Allied command had
planned to make their main effort once their
misbegotten effort to crush the Japanese landings
in Thailand failed miserably.
The system’s been used successfully
in several of our games, all of them now out
of print. Each player places his or her “impulse
chits” in an opaque container, and they’re
drawn out randomly, meaning there’s
no telling who might get to move next. The
Japanese player has more chits and they generally
allow him or her to do more things. The Allied
player is also hampered by a special rule
allowing only a company of tough Malay commandos
to voluntarily move out of supply range.
Units need to be in supply to function fully,
and this is traced through headquarters (division
and brigade/regiment). Some units are “jungle
capable,” which reflects a greater degree
of adaptability, small unit leadership and
cohesion rather than special training —
the Japanese divisions had not been through
any special jungle schooling, just hard peacetime
drilling, while some of the “jungle
capable” Australians are arriving directly
from the sands of Egypt. Jungle-capable units
move faster through the jungle.
Combat is odds-based, with a table giving
different results depending on the terrain
occupied by the defender. There are bonuses
for envelopment (attacking from at least four
hexes) and tanks. Artillery can provide support
for attackers or defenders, but is generally
more effective on the attack. It can also
bombard enemy units, without the assistance
of friendly ground units.
Both sides have steamers that can quickly
transport a handful of units along either
coast or up one of the numerous rivers. The
Japanese have aircraft, which can assist attckers
or disrupt Allied communications. And the
Japanese will find their tanks very useful,
as the Allies have very few unless reinforcements
arrive.
The Allies have the remnants of the two divisions
that fought in the north, 11th and 9th Indian
Divisions. Their battalions are weak, some
have been consolidated because of heavy casualties,
and they have lost a good part of their artillery.
But that’s no reason for the Allied
player to despair. The third Allied division
present on the peninsula when the Japanese
attacked, 8th Australian, was not sent northward
and is intact. It had only two brigades but
it is jungle-capable and a tough, well-trained
and -equipped outfit able to stand up to the
Japanese on a unit-by-unit basis. But it does
not have nearly enough units.
The Allied player’s goal is to hold
out as long as possible, not simply to lose
less spectacularly than his or her historical
counterpart, but to keep Singapore in British
hands long enough for reinforcements to arrive.
The first formations to show up help only
a little: The British 18th Division is untrained
and untested, as are the raw Indian battalions
that arrive as well. But if Singapore holds
out long enough, the reinforcements are powerful
indeed: the desert-tested 7th Australian Division,
one of the war’s hardest-fighting units,
and the 7th “Desert Rats” Armoured
Brigade. The latter gives the Allies parity
with the Japanese in terms of numbers of tanks,
but as it can be deployed in a concentrated
mass (usually together with the Australians)
it can have an effect out of proportion to
its numbers. Additionally, 8th Division’s
third brigade will eventually straggle in.
With these forces the Australians have a good
chance of repeating their glorious stand at
Tobruk.
The Japanese face an arduous task, fighting
their way through tough terrain (though Malaya
had vast acreages of rubber plantations, in
game terms these are no different from low-density
jungle) to then assault Singapore. Though
termed a “fortress” by the British
high command, Singapore lacked conventional
fortifications against landward assault. The
Johore Strait is a formidable barrier that
the Japanese can cross only with the help
of boat engineers, and Allied units can construct
field fortifications that help somewhat. Singapore
does have big
naval guns that can indeed fire to the
landward side but have rather low values to
go with their great range, as they lacked
high-explosive ammunition.
The “Tiger of Malaya” wields
three divisions. The two that start most scenarios
are excellent pre-war regular formations,
the 18th “Chrysanthemum” and 5th
Infantry Divisions. The Imperial
Guard arrives as a reinforcement, but
this palace ceremonial unit is not as skilled
as the regulars. If 7th Australian Division
arrives for the Allies, the Japanese command
will release two regiments and some support
units of the 56th Infantry Division to counter
it.
“Land war in Asia” is a tough
sell and I think we made the right choice
in taking this game off the schedule back
in the previous century, but I’m very
glad we’ve been able to present it now.
It plays very well, it gives both players
lots of action and the opportunity to attack,
and it’s been played excessively over
the last decade and a half and so is very
smooth.
Click
here to buy Tiger of Malaya now!
|