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AAR - Singapore by Moonlight

Rout Report Z13


I should have been drinking before I started this, because I botched it starting when I put my first counter on the map for this night-PTO-landing scenario. We diced for sides, and I had the Japanese. With eleven turns this game is deceptively long. Figuring I had all the time in the world, I landed my Japanese away from the British defense with the idea of maneuvering to my objective. After all, this is the strategy MacArthur used in his South Pacific campaign. Well, MacArthur doesn't have a 2000 AREA rating, and now I see why. And Mark Zimmerman, my opponent, holder (briefly) of a 2300 AREA rating, is Mr. Tarawa, so he knows his beach landings.

Most of the Japanese forces spend about three-four turns in the water. If you then spend five or so turns taking the town, you don't have nearly enough time to exit the board: it is after all night and walking down the jungle/road to the exit area costs two MF per hex. Plus the area to the left of the town is easily contained by the stream behind and the village. The Japanese are forced to attack on a narrow front. I had landed as far north as the overlay point, and it took way too many turns to get my force ready for the village assault.

My reluctance to land in the village was because Mark had set up what I had assessed to be the best British defense, namely a solid line of British troops on the waterline. Since you can't have multi-hex firegroups at night, you might consider two squad stacks, as when you are firing out into the water you get the Night LV Hindrance. The only improvement that I saw to his position was that he had not put anyone/anything on the pier. Make sure you note it is in the British setup area. I'm not sure what should go on the pier: my first thought is a squad with LMG, but perhaps some dummies on Wire would do as well. The reason defense on the pier is necessary is that Mark's suggestion for the Japanese is to land the MGs at the tip of the pier. Mark probably also had the Japanese 10-2 in mind for this position. A landing on the pier will take place one turn before the other units hit the shore, and will provide excellent fire support to the landing units.

Other things to note: Passengers on the Shohatsu (the Japanese LC) are always CE, unlike other LC where the Passengers are always BU through the armored facing [G12.123, LC vehicle note 8]. Mark didn't realize this, but I had read it in the vehicle notes; this was part of my reasoning for landing these LC away from the defense. In retrospect I should have let the +3 DRM (+2 CE & +1 Night LV) defend these units on their run into the beach. British 51mm MTR have IR. IR & Starshells don't illuminate jungle (& bamboo). If there is a starshell in the area and your units are illuminated, they can't see jungle/bamboo hexes (except Gunflashes, as concealed targets). British 2nd line do cower.

This playing was marred by my strategic mistake. Once the Japanese landed, they did push around the British (albeit at a cost), but the scenario was over. My strategy for a future playing (when I can find another opponent willing to try a night-PTO-landing scenario, and such players are a rare breed) will be to land straight ahead at the British defense, and let the dice fall where they may.

BTW, does anyone have JR Tracy's AAR on Singapore by Moonlight? I looked for it before this game, but I couldn't find it. I think he did put one out.

JR


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