| Strategy
in 'Tiger of Malaya'
Scenario #3
(Campaign Game), Part 1
By Doug McNair
May 2007
Our exciting chit-draw activation system
returns to the Pacific Theater with Tiger
of Malaya, our game of Japan’s
offensive against Fortress Singapore in early
1942.
Like our other chit-draw games Gazala
1942, Alsace
1945, Bitter
Victory and Red
God of War, Tiger of Malaya offers
face-to-face and solitaire players a challenging
and unpredictable simulation of operational-level
World War II ground combat. And as with the
other games in the series, issues of planning,
supply and command and control are of primary
importance in Tiger. But by taking
the system to the swamps and jungles of southern
Malaya, Tiger presents players with
strategic challenges that haven’t been
available since our MacArthur’s Return
game retired to Valhalla.
Tiger comes with four scenarios —
two short introductory scenarios that cover
just part of the Singapore campaign, a historical
campaign game that lets the Japanese cover
the length of Johore Province right up to
the gates of Singapore, and a “what
if” campaign game that gives the Allied
player additional reinforcements which the
British could have sent if they’d been
more on-the-ball. In this series of articles
I’ll be analyzing and playing out the
historical campaign game.
Strategic Situation
The struggle for Singapore is a classic battle
of quality vs. quantity. Powerful but outnumbered
Japanese forces attack down the east and west
coasts of the Malayan peninsula in an attempt
to take Fortress Singapore in the south, while
Commonwealth forces of varying quality use
defensible terrain and hastily-constructed
fortifications to blunt the Japanese advance.
Given the distance the Japanese have to cover
and the fact that they must force Singapore’s
surrender by Turn 17 to win, all the Allies
have to do to win is keep the Japanese advance
moving at a crawl. There are several ways
for them to do this, and just as many ways
for the Japanese to break through Allied lines
and keep the advance moving on schedule.
Allied Strategy
The strategic factors which the Allies must
exploit to win are:
Terrain
Southern Malaya is a maze of rivers, jungles
and swamps which the Japanese must negotiate
to reach the Singapore Straits. Units attacking
across a river do so at half strength unless
accompanied by a boat engineer unit, and only
a limited number of units can attack into
swamp and jungle hexes (with denser jungles
allowing smaller numbers of attackers).
Commonwealth forces must exploit these terrain
advantages for all they’re worth. The
bulk of the Allied forces on the mainland
start the game near the three bridges across
the Muar River, which cuts the northwestern
eighth of the board off from the rest of it.
The Muar is the main obstacle in the way of
the bulk of the Japanese forces, so the first
order of business for the Allies must be to
blow those bridges. The Japanese don’t
receive any boat engineers until Turn 7, so
if the Allies can blow all the bridges before
the Japanese can cross the Muar, they’ll
be in a great position to slow the Japanese
advance dramatically.
As for the Japanese forces advancing down
Malaya’s eastern coast, they must traverse
a wilderness of rivers, jungles and massive
swamps before they reach the town of Endau
and the eastern road to Singapore. The Allies
must setup picket lines in this harsh terrain
and do as much damage as possible to the Japanese
before they reach Endau, so that the invaders
can’t mount an effective flanking attack
on Singapore from the east.
Fortifications
The Allies can construct fortifications whenever
they draw a FULL chit (which allows both movement
and attacks) in any hexes that contain at
least two full battalions worth of infantry
that don’t move and aren’t adjacent
to at least one full battalion of Japanese
units. The Allied player must construct fortifications
in as many spots as possible along the roads
to Singapore, because units in fortifications
have their defense strengths doubled. Placing
fortifications in swamp and jungle hexes and
on the south banks of rivers is particularly
effective because of the aforementioned limits
those terrain types place on attackers. Fortifications
will also allow Allied battalions which break
down into their component companies to spread
out, extend and deepen Allied defensive lines
without overmuch weakening their defense strengths.
Doing that will help slow the Japanese advance
while limiting Allied losses.
Jungle-Capable Units
Most Australian units plus a couple of Malayan
and Indian units are jungle-capable, meaning
that they can move through harsh terrain and
enemy Zones of Control (ZOC) more quickly
than other units. Even more importantly, it
means they can roll to retreat before combat
whenever they’re attacked. This, combined
with the ability of battalions to break down
into their component companies, means jungle-capable
units can fan out in defensible terrain to
create long picket lines which can cause big
delays for the Japanese. They can do this
even at low strength by retreating before
combat, moving back two hexes while the Japanese
advance one and avoiding damage so they can
do the same thing next impulse.
And while such pickets retreat, other Allied
units can be blowing bridges and constructing
fortifications behind them, while Allied artillery
masses up to bombard incoming Japanese and
provide extra defensive support when the Japanese
finally reach the Allied fortifications.
Cannon Fodder
On Turn 5 the Allies receive 23 replacement
points for Indian and Gurkha units, and then
an extra six Australian replacement points
on Turn 6. Those 23 replacement points are
enough to reconstruct nearly eight full battalions,
so in the early turns of the game the Allied
player should try to keep at least one Indian
unit in every stack on the front lines. This
will allow him to allocate Japanese hits to
units which he can just reconstruct later,
minimizing long-term losses. The downside
is that the replacement troops are poorly
trained, and the Allied player must roll a
die whenever he reconstructs a unit to see
if he must replace it with a unit of lower
quality. Still, given the defensibility of
the terrain and the fact that they’re
double strength in fortifications, even low-quality
units can do a lot to slow the Japanese advance.
Japanese Strategy
To overcome all these factors which work in
the Allies’ favor, the Japanese must
exploit all of the following to get to the
Straits of Singapore in time to force an Allied
surrender:
Armor and Air Power
The Allies get just one tank company in the
historical campaign game, while the Japanese
start the game with four and get seven more
before the game is over. Whenever an attacking
force with tanks hits a hex that doesn’t
contain a tank or AT company, the attackers
get extra bonuses to their attack odds. The
same applies to a side with attacking air
units (defending AT units have no effect on
that).
The Japanese player must maneuver his tanks
so as to hit unsupported Allied infantry units
with combined tank-and-infantry assaults,
and must use his air units to add to the odds
of attacks on Allied units in defensible terrain.
Air units can also fly harassment missions
to slow the movements of Allied reinforcements
on their way to the front lines. The Japanese
player must use this capability as well to
prevent the Allied player from consolidating
his defenses in key areas.
Allied Supply Lines
In order to be supplied, units of both sides
must be within five hexes of a friendly HQ
which can itself trace a supply line to a
friendly supply source (Singapore for the
Allies, northern board edge road hexes or
the east Malayan coast for the Japanese).
All Allied units are automatically in supply
for the first two turns of the game, but after
that the Japanese player has a distinct advantage
because Japanese units can move into hexes
where they’re not supplied while all
but one Allied unit cannot.
In addition, whenever Allied units activate
while in a hex that’s beyond Allied
supply lines, they must vacate the hex and
move to hexes that are within range of Allied
supply lines (the Allied IND company is the
only exception). The Japanese player can exploit
this by sending his own jungle-capable units
overland to infliltrate and circumvent Allied
defenses and cut Allied supply lines from
the rear.
If this happens, Allied units in forward defensive
positions will have to pull back to re-establish
their supply lines, abandoning whatever fortifications
they’d constructed and giving the Japanese
a clear route of advance. The Allies will
therefore be forced to thin out their forward
lines to maintain flank security, thus weakening
their defenses and making it easier for Japanese
tanks and airpower to force breaches.
Artillery
The Japanese start the game with just two
artillery units on the board, but they receive
fifteen more artillery, mountain artillery
and mortar units as reinforcements in the
first six turns. The Japanese player must
move these up fast to pour massive bombardment
fire into the Allied front lines. Doing this
will be another factor forcing the Allies
to spread their units thinly, since the more
densely stacked a hex is the easier it is
to inflict casualties on the units there through
bombardment.
The Japanese player will also have the flexibility
to use his artillery advantage for bombardment
or to support his ground attacks, with the
latter dramatically increasing his attack
odds. Using artillery effectively will be
of primary importance for Japanese units assaulting
across rivers or the Straits of Singapore.
Clarifications and Errata
Before I begin a turn-by-turn replay of
the Tiger of Malaya historical campaign
game, here are some updates and clarifications
to the rules.
Rule 4.1: The Singapore Causeway
(hex 0946) is a wide bridge designed for heavy
traffic, so units just pay normal road movement
rate to cross it (they don’t pay +3
movement points as with crossing a river bridge).
5.1: Truck units have no stacking
point symbols and therefore do not count for
stacking purposes.
8.4: When a bombardment inflicts
hits on a hex containing more than one unit,
the player owning the target units chooses
which units take the hits (the same applies
to hits inflicted in ground combat).
9.0: Each hex must be attacked separately
— ground units cannot attack more than
one hex on the same attack roll.
9.24: Artillery that targets
any swamp, jungle or city hex (either in a
bombardment or when firing offensive or defensive
support in ground combat) has its strength
halved. The terrain in the hex the artillery
unit occupies when firing has no effect on
its fire strength.
9.35: All units attacking
across a river hexside do so at half their
normal attack strength unless they’re
stacked with a boat engineer unit (light for
foot units, heavy for motorized/mechanized
units), regardless of whether the river hexside
is crossed by an intact bridge or not. Motorized/mechanized
units can only advance after combat (9.5)
across a river hexside with no intact bridge
if they are stacked with a Heavy Boat Engineer
unit when they attack, and (in the case of
FULL impulses) if they did not move before
attacking.
Motorized/mechanized units can only retreat
(9.4) across a river hexside with no intact
bridge if they are stacked with a heavy boat
engineer unit and the hex they are attacked
in is adjacent to that river hexside. In both
cases, if the heavy boat engineer unit they
are stacked with is eliminated in combat,
the motorized/mechanized units cannot advance
or retreat across the river hexside. Retreating
or advancing motorized/mechanized units must
stop once they cross a river hexside with
no intact bridge (they cannot retreat or advance
beyond it in the same impulse when they cross
it). A heavy boat engineer unit can advance
along with the units it helps cross the river
if desired, and MUST retreat along with units
it helps retreat across a river. Foot units
attacking or defending along with motorized/mechanized
units are not affected by these advance and
retreat restrictions. In all cases, the stacking
limit of the hex on the other side of the
river limits how many units can attack, advance
and retreat across it (5.0).
9.36: Units not stacked with
a boat engineer unit can attack across an
ocean hexside at half-strength IF the ocean
hexside is crossed by an intact causeway.
The rules for advancing or retreating across
an ocean hexside with no intact causeway are
the same as for advancing or retreating across
a river with no intact bridge (see 9.35 above),
except that they apply to ALL units (not just
motorized/mechanized units).
10.11: Japanese reinforcements
can move and attack in the same impulse when
they enter the map, but Allied reinforcements
cannot.
10.13: Allied reinforcements
enter the map at hex 0650 (the Singapore docks),
per the Allied Reinforcements card.
11.13: Artillery on its Unavailable
side cannot provide offensive or defensive
support (9.2), and also cannot bombard (8.0).
11.31: The circled number
in the upper righthand corner of all tank
units is the positive odds modifier which
the tank unit adds to the attack if there
are no enemy tank or AT units in the defending
hex. So, a tank unit with a circled 2 adds
+2 to the combat odds of any such attack it
participates in.
11.43: All available Japanese
Air units that are not committed to Harassment
can fly Ground Support in all Japanese FULL
and ATTACK impulses (including CHOICE impulses
when the Japanese player chooses the Attack
option). All units flying Ground Support return
to base at the end of the impulse. In any
Japanese impulse, one Japanese air unit can
be placed in any hex within range for Harassment
duty, and stays there until the next Japanese
impulse. At that time the Japanese player
can leave it where it is, move it to a different
hex, or return it to base so it can fly Ground
Support in a later impulse.
11.61: Units aboard a steamer
are not subject to supply rules (7.0).
11.81: Active motorized and
mechanized units can cross river hexsides
normally IF the hexside crossed contains an
intact bridge or causeway. They pay +3 movement
points for doing so, just like Foot units.
If a river or ocean hexside does not contain
an intact bridge or causeway, active motorized
and mechanized units cannot cross it unless
they start the impulse in the same hex with
a heavy boat engineer unit. Crossing the river
or ocean hexside costs the entire movement
allowance of the motorized/mechanized units,
so their entire move will consist of moving
to the hex on the other side (they can’t
move beyond it). The heavy boat engineer unit
can cross along with the units it’s
assisting (assuming the stacking limit of
the hex on the other side allows it), or stay
put in the hex where it started the impulse
(owning player’s choice). It cannot
move anywhere else in the same impulse when
it helps other units cross. One heavy boat
engineer unit can assist all motorized/mechanized
units stacked with it at the start of the
impulse to cross the river or ocean hexside
(the stacking limit of the hex it occupies
and the stacking limit of the hex on the other
side are the only limits to how many units
it can help cross).
Game Summary: Turn 1, 14
– 15 January, 1942
With that, here begins a turn-by-turn replay
of Scenario #3, the historical Tiger of
Malaya campaign game.
The scenario starts with Turn 1 already
in progress. The Allies have drawn and played
a FULL chit (which allows movement and combat),
and the Japanese have just drawn a MOVE chit
and start the game by moving. The other chits
which are placed in the cup for Turn 1 are
Allied JUNGLE-CAPABLE FULL, MOVE and CHOICE
(which allows either an Attack or Move action),
and Japanese CHOICE, MOVE and two FULLs.
The Japanese player gets to use one randomly-drawn
air unit on Turn 1, and he draws a Ki21 Sally
unit which gives a +2 odds modifier when supporting
attacks, and adds +2 to the movement point
cost of any hex it interdicts. All units start
the turn In Supply, and Allied units are automatically
In Supply for the first two turns. The weather
condition is 6 on Turn 1, meaning 6 chits
can be drawn and played (some chits always
end-up unplayed at turn-end, so players have
to select them carefully).
The first impulse is . . .
JAPANESE MOVE: The Japanese player
declines to break any of his full-strength
battalions down into companies, and has no
interest in destroying bridges. He then brings
in his reinforcements scheduled to arrive
this turn. Most arrive on the roads in the
northwest board corner, but two infantry and
one artillery battalion, an engineer company
and an HQ arrive on the east board edge just
north of where the eastern Malayan coast runs
off the board.
Then all Japanese units move. Top priority
is keeping the Allies from blowing the bridges
over the Muar, so a recon battalion charges
southward on the west-coast road to the hex
just across the river from Muar Town. A truck
unit is right behind it with an infantry battalion
on board, and the remaining Japanese units
on the west coast road bring up the rear while
those on the next road to the east drive toward
Gemas to engage the Allied units on the left
flank of the Japanese advance. The Japanese
units arriving from the east edge move south
toward the coast so their HQ can pick up a
supply line from the Japanese navy. Since
there are no blown bridges for the Japanese
to try and repair, the final Japanese act
for the impulse is to place the Ki21 air unit
(which has a range of 60 hexes from the north
board edge) in hex 0946 for Harassment duty
— the Singapore Causeway hex. That will
add +2 to the movement cost for all Allied
units trying to cross the Straits, thus slowing
the outflow of non-motorized Allied reserves
from Singapore to a trickle.
The Japanese player randomly draws a chit from the cup, which
is . . .
ALLIED MOVE: The Allies try to blow
the bridge at Batu Anam, but with no engineer
unit there they need to roll a 4 or more on
one die to do so. They roll a 3, and fail.
They can’t blow the bridge east of Jementah
because there aren’t 3 stacking points
in either hex next to it, and they can’t
blow the bridge at Muar because the Japanese
moved a recon battalion to its north end last
impulse.
So, the Allies pull an engineer company back
from the forward position at Gemas to Batu
Anam. Other units from south of the river
at Sagemat move up to the bridges to guard
them while the engineers do their work, and
a truck unit takes a jungle-capable Austalian
infantry battalion to a forward roadblock
position at Jementah. An Indian recon unit
and an Australian AT unit join it, while the
remaining Australians at Gemas stay where
they are to receive the incoming Japanese
attack.
The Indians, British and Singapore Straits
Volunteer units near Muar Town move to reinforce
the area so the Japanese can’t force
their way across the bridge. They position
a British AT unit on the south end of the
bridge to prevent the Japanese tanks coming
down the road from adding a +2 odds bonus
when they attack. Allied units in the central
part of the board move north, the Allied units
on the east coast do the same, and what motorized
units there are on Singapore head across the
causeway while numerous infantry units get
snarled by strafing runs from Sallies. Two
British infantry companies take ship from
the northwest coast of Singapore’s island
and head up the west coast, and the impulse
ends.
The Allied player draws . . .
ALLIED CHOICE: The Allied player
chooses to take a MOVE impulse, and starts
by having his engineer unit at Batu Anam successfully
blow the bridge there. The non-engineer units
east of Jementah once again fail to blow that
bridge, so the engineer needs to move off
thataway. It does, thus freeing up the Indian
units in the area to move to the south bank
where they can start constructing fortifications
on the next Allied FULL impulse. Then three
Australian infantry battalions plus two Australian
AT companies move northward and create a solid
wall of ZOC ahead of the oncoming Japanese
units. All the Australians are jungle-capable,
so they’ll be able to retreat before
combat if necessary.
An Indian recon unit moves to block the
road west of Jementah, and a truck unit takes
advantage of Jementah Bridge’s resiliency
to cross back to the south bank so it can
pick up northbound reinforcements. The Indians
reinforce the south end of the bridge at Muar
Town, and extend their river defense line
northeast to prevent a Japanese crossing east
of the town and to put Allied ZOC on the road
north of the river. All the Allied units that
are allowed to leave Singapore make it past
the aerial bombardment and across the causeway
(the Allied player must leave a garrison of
at least 20 stacking points worth of units
on Singapore), and the Allied player maneuvers
his HQs in the center of the board to establish
supply lines to motorized units heading north
from Singapore (just in case no more Allied
movement chits get drawn until Turn 3). Units
continue moving north on both coasts, the
steamers keep heading north toward Muar, and
the impulse ends.
The Allied player draws . . .
JAPANESE FULL: The Japanese player
has several artillery units which are on their
Unavailable sides since they moved earlier
in the turn, but it’s pointless to try
to get them to recover since they’ll
have to move closer to Allied units this impulse
to get within firing range. The Japanese recon
unit holds the north end of the bridge at
Muar while the infantry unit behind it moves
southeast to guard against opportunistic attacks
by Indian units that might cross the river
and hit unprotected Japanese artillery.
One Japanese column of artillery, tanks and
infantry come down the west coast road toward
Muar, while another heads southeast to the
road junction near the jungles west of Jementah.
The Japanese units on the east Malayan coast
move south and adjacent to the river north
of the eastern swamps, and then the remaining
Japanese units move to hit the Australian
infantry and AT units blocking the roads to
Gemas and the un-blown bridge. They have no
trouble moving adjacent to all three hexes
containing Australians, but only the units
moving down the road to Gemas have the extra
movement points necessary to attack after
moving.
The Allied artillery in Gemas fires defensive
support for the lone Australian infantry unit
southwest of the road, thus compensating for
the +2 odds bonus which the Japanese tanks
will trigger since the Australian infantry
has no AT support. The base attack odds is
33 – 8 or 4 – 1, and after the
+2 tank bonus it rises to 6 – 1. That’s
not enough for the Japanese to annihilate
the Australians, so the Aussies stand their
ground rather than retreating before combat.
The Japanese roll a 5, scoring two hits while
taking one. The Australians flip to their
reduced-strength side and retreat southeast
to the road hex adjacent to Gemas, and a Japanese
infantry unit flips to its reduced strength
side and occupies the offroad hex the Australians
vacated along with a tank and a full-strength
infantry unit.
The Japanese then hold off attacking the
other Australians on the road, because those
Australians do have AT support and the Japanese
attack would be at just 1-1 odds (which gives
a good probability of high Japanese casualties).
The impulse then ends with the Japanese air
unit returning to base so it can fire ground
support in the next Japanese attack impulse.
For the last impulse of the turn, the Japanese
player draws . . .
ALLIED JUNGLE-CAPABLE FULL: Only
Allied jungle-capable units can activate,
but they can take a FULL impulse. The only
on-board jungle-capable Allied units are the
Australians plus the Malayan IND company and
one Indian infantry battalion on the east
coast, but that’s OK since the Engineer
unit getting ready to blow the bridge east
of Jementah is Australian. It rolls a 2 and
succeeds, and now the only intact bridge across
the Muar is the one on the west coast at Muar
Town.
That done, the Australian forward roadblocks
start pulling back toward the river. Indians
and Australians break from the eastern swamps
and move toward the Japanese coming down the
east coast, and the turn ends.
So at the end of the first turn, two out of three northern
river bridges have been blown with the Japanese still far
away due to the forward Australian roadblocks. The bridge
at Muar is intact but the Japanese have been unable to bring
up the forces necessary to attack across the river effectively.
Japanese airpower greatly slowed the advance of Allied reserves
from Singapore, but with Allied units aggressively moving
to engage the Japanese moving down the east coast of Malaya,
all Allied reserves should be available to meet the main Japanese
advance rather than guarding against flank attacks from the
east. Will the Muar River line hold? Tune
in next time and find out!
Click
here to order Tiger of Malaya |