I've been playing Singapore: Fall of Malaya. This game was in S&T 96 nad it presents the Malaya Campaign. I opted for the submarine rules (so the British can intercept Japanese sea movement on the west side of Malaya), increased reinforcements, and two air counters. The Japanese opted for sacking General Nishimura and some extra troops. I deliberately stayed away from the more major options such as the Jungle Training and Royal Engineers.
It's about mid-February 1942 and the Japanese forces are only about halfway down the pennisula. There's been some losses but the Japanese have also suffered. The biggest problem is that Commonwealth forces ZOCs don't extend into jungle hexes and there's not enough troops to do a "wall-to-wall" defense so it's fairly easy for the Japanese to outflank. Combined with the attrition rules, the effect is devastating on the Commonwealth forces.
I've played the game into March 1942 and the Commonwealth forces are slowly being pushed back. It's also been a game of attrition, especially with the deadly supply/attrition rolls and the CW forces are dwindling. The two optional Royal Tank Regiments arrived and combined with the 18th Division having managed to stop a couple of Japanese thrusts cold. In one case, the British 18th Division and supporting armor (2nd and 7th RTRs) managed to destroy one Japanse regiment that tried an end-run at Port Dickson. The nature of the CRT really limits any long-lasting effects of the CW counter-attacking.
The biggest problem is that with the lack of ZOCs into the jungle, the CW is greatly handicapped and easily outflanked, Combined with fewer troops, the CW just can't cover the frontage. Soon it will be withdrawal to Singapre Island for the last stand.
Well, I played out Singapore with the final "last stand" occuring during the late April game turns. The Commonwealth did much better than their historical counterparts although the end result was a Japanese substantive victory. Force Z was lost but the Commonwealth air units were successfully evacuated just prior to the final assault on Singapore thus denying the Japanese victory points for capture.
Overall, I attempted to wage an aggressive Commonwealth defense but the big problem was the Commonwealth's inability to form a solid line due to the lack of ZOCs exetending into jungle hexes. Combined with an overall shortage of units, it just wasn't possible to create a solid line and to dig in. Also, any counterattack had to be carefully considered so as to prevent being isolated in turn and this was especially so because of the ZOC/Jungle problem. Combined with this, the CRT is a bit strange in that even at the max differential, there is still a strong possibility (one in three in some circumstances) of a "BR" (both retreat) result occurring. One of the reasons that the Japanese took so long was because of some poor die rolls.
Based on playing the game, I believe that any Commonwealth defense of Malaya/Singapore was ulitmately doomed to failure. The chief problem was the lack of jungle training combined with the "peacetime" mentality that inhibited any serious defense preprations. Just as important, Percival was the worst choice for commander. While a more energenic and forceful commander might not have prevented ultimate defeat, it certainly would have forced the Japanese to work harder and perhaps seriously disrupt their war plans.
Overall, an interesting game but a forelorn hope.
It's about mid-February 1942 and the Japanese forces are only about halfway down the pennisula. There's been some losses but the Japanese have also suffered. The biggest problem is that Commonwealth forces ZOCs don't extend into jungle hexes and there's not enough troops to do a "wall-to-wall" defense so it's fairly easy for the Japanese to outflank. Combined with the attrition rules, the effect is devastating on the Commonwealth forces.
I've played the game into March 1942 and the Commonwealth forces are slowly being pushed back. It's also been a game of attrition, especially with the deadly supply/attrition rolls and the CW forces are dwindling. The two optional Royal Tank Regiments arrived and combined with the 18th Division having managed to stop a couple of Japanese thrusts cold. In one case, the British 18th Division and supporting armor (2nd and 7th RTRs) managed to destroy one Japanse regiment that tried an end-run at Port Dickson. The nature of the CRT really limits any long-lasting effects of the CW counter-attacking.
The biggest problem is that with the lack of ZOCs into the jungle, the CW is greatly handicapped and easily outflanked, Combined with fewer troops, the CW just can't cover the frontage. Soon it will be withdrawal to Singapre Island for the last stand.
Well, I played out Singapore with the final "last stand" occuring during the late April game turns. The Commonwealth did much better than their historical counterparts although the end result was a Japanese substantive victory. Force Z was lost but the Commonwealth air units were successfully evacuated just prior to the final assault on Singapore thus denying the Japanese victory points for capture.
Overall, I attempted to wage an aggressive Commonwealth defense but the big problem was the Commonwealth's inability to form a solid line due to the lack of ZOCs exetending into jungle hexes. Combined with an overall shortage of units, it just wasn't possible to create a solid line and to dig in. Also, any counterattack had to be carefully considered so as to prevent being isolated in turn and this was especially so because of the ZOC/Jungle problem. Combined with this, the CRT is a bit strange in that even at the max differential, there is still a strong possibility (one in three in some circumstances) of a "BR" (both retreat) result occurring. One of the reasons that the Japanese took so long was because of some poor die rolls.
Based on playing the game, I believe that any Commonwealth defense of Malaya/Singapore was ulitmately doomed to failure. The chief problem was the lack of jungle training combined with the "peacetime" mentality that inhibited any serious defense preprations. Just as important, Percival was the worst choice for commander. While a more energenic and forceful commander might not have prevented ultimate defeat, it certainly would have forced the Japanese to work harder and perhaps seriously disrupt their war plans.
Overall, an interesting game but a forelorn hope.