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As
soon as Richard called for suggestions for the theatre for the next TFL
Games Day, I knew it had to be Kampar. This battle from the
Malaya/Singapore campaign of 1941/2 had the Japanese attacking a
British-held central position from three different directions, with each
“direction” having its own distinct theme.
The
main thrust, which would form Table One (T1), had a massive Japanese
attack against the central British position along the trunk road running
through a valley. The Japanese would have tanks and potentially
overwhelming numbers; the British would have the position and grid-fired
artillery, but largely poor quality troops.

Table
Two (T2) was the other side of the mountain that formed the impassable
right flank of T1. There the terrain was too poor for vehicles, and the
Japanese would have to attack British positions on foot on a series of
ridges running perpendicular to the road that traversed its length.
Table
Three (T3) was perhaps the most fun. Historically, unable to break
through on T1 and T2, the Japanese had floated troops down the river to
the south west of the British position in an attempt to outflank and
surround the Kampar position. Totally surprised by the arrival of the
Japanese, a small number of British troops, training and resting in the
area, had conducted a desperate fighting retreat, holding the enemy for
long enough for the Kampar position to be evacuated.
I
quickly scamped out how the game would run, and e-mailed it off to
Richard along with a whole series of references to where he could find
the information he would need to actually construct the scenarios to be
run on the day. Two minutes later my ‘phone rang: “Why’ve you sent
me this?” said Richard, “you’re running the game: I’m just a
table referee!”
Ho
hum…
Although
I wanted to maintain the history and keep the day an accurate simulation
of Kampar, I needed to make it a game that could actually be played in
one day. The time and distances involved were therefore compressed so
that the three Japanese attacks would go in simultaneously rather than
over a week or so and, if all went well for the Nipponese, converge on a
small hut at the back of the British position. This would also provide
plenty of opportunity for moving troops between the three tables: a fun
part of any big game and giving the British the advantage of internal
lines.
I also needed to disguise the action as much
as possible, so that no clever clogs with a text book could work out
what was going on. Kampar was therefore rechristened Lardak, and all
other villages and the river named after various items of Malayan
cuisine. Although the British units kept their original designations
(e.g. 12th Indian Brigade), they were a straight “battalion
equals company” scale down, and had all their Big Men re-named after
TV Detectives. The Japanese force was designed to complement the British
force, and consisted of the fictional Hokusai
battalion: experts, presumably, in wave attacks!
In contrast to the laughs that could come from the British Big Men (Egg
did a lovely Scottish accent for Lt-Col Taggart: it was “mudda” on
the tabletop!) Japanese Big Men were named after soldiers who fought in
the Burmese campaign. I wanted to stay away from giving them silly names
as the Japanese army was, at the time, certainly more professional than
the British.
The only thing that remained to be decided was how to simulate the
surprise appearance of the Japanese on T3. Thus although the Japanese
were given maps of the table and told all about it, the British players
were told only about T1 and T2. T3, they were told, would be a
“virtual table”: with any players and forces assigned to it having
to complete a series of Krypton
Factor like tests before their troops could be deployed onto the two
fighting tables! Although this sounds a bit thin, it worked like a
dream: with the British commander’s face an absolute picture as he
realised that his eyes weren’t deceiving him and there were three not
two tables set up in the hall. One of the British players who had been
assigned to, as he thought, virtual T3, also told me afterwards that he
had resigned himself to a morning of enviously watching other people
playing as he worked through some complicated brain teaser. I was just
pleased that the secret had been kept safe for so long!
The day itself was fantastic: well worth all the work that had gone into
it. I’ll try and give a roughly chronological account of what I saw
happening.
Phase 1:
T1: The Japanese arrive in
strength, and quickly push forward to the river that blocks their way
into the valley held by the British. This, they find, can only be
crossed at one ford, so a traffic jam forms. The British keep their
positions hidden, rather than trying to slow the Japanese down with
long-range fire, but call in artillery strikes directly onto the ford
that does some damage to the unfortunate Japanese infantry trudging
through the water.
T2: The British first line
of defence is quickly overwhelmed by the Japanese: who advance through
the jungle to flank attack the Gurkha-held trenches. Things look grim
for the British, and a somewhat panicked British C-in-C orders a platoon
of Indian infantry to shift from T3 to T2. All is not lost on T2,
however. Not only have the Japanese lost a disproportionate number of
casualties, but a single section of Gurkhas refuses to be budged and the
Japanese advance grinds to a halt. Now would be the time for the British
to drop artillery on the stalled Japanese, but T2’s battery is busy
firing onto T3 in an attempt to slow down the Japanese assault on the
village near the river.
T3: The surprised British
react quickly to the enemy landing. A platoon of Japanese infantry
charges into the village near the river to be met with a hail of fire
from the Independent Company’s SMG’s and armoured cars. The Japanese
first attack is repulsed, but there are truly vast numbers of Rising Sun
Blinds now on the table. The British call in artillery from T2’s guns,
which strikes with devastating effect (T2 was moving at a faster rate
than T3, bogged down by colossal close quarter combat calculations, so
the artillery barrages were coming in thick and fast) but will this be
enough to stop the Japanese advance?
Phase 2:
T1: The Japanese hit the
British at two points. On the right hand side of the valley (from the
British point of view) a platoon of Japanese engineers charges up the
hill and smashes a
Punjab
platoon from the table: the unfortunate Indians just crumble away! In
the centre, the Japanese advance hits the main line and stalls. The
Japanese bring up their tanks and try again. Another Indian platoon is
entrenched on the left of the valley, apparently waiting for the
Japanese to go past before revealing their positions. Again, why
aren’t they shooting now?
T2: The British on T2 get
their artillery back, and start hammering the Japanese. Without
reinforcements, the Japs are going nowhere. What looked like the
dodgiest table for the British is now looking the most stable.
T3: The Japanese charge
again and again: finally taking the village and dispersing the
Independent Company into the jungle. The British have, however, now had
time to bring up the Argylls, and the Japanese are heavily punished by
the jungle-canny Scotsmen.
Phase 3:
T1: The Japanese tanks and
infantry overwhelm the first British line, and head towards the next.
Some Japanese tanks have now been hit, and a lot of infantry killed, but
the Japs still have the momentum to drive forward. The British realise
that their centre is denuded of men: let’s hope their flanks can hold!
T2: The Japanese receive
reinforcements from T1, but have difficulty in generating the momentum
to drive forward again. The Gurkha’s have taken heavy casualties, but
the second British line of defence has stopped the enemy in its tracks.
T3: The Japanese push
forward with everything they have, hurling Banzai!
Charge after Banzai! charge at
the Scots in front of them. The Argylls begin retreating down the table,
each position leapfrogging backwards. The final Indian platoon, behind
them, gets ready for combat: although one section is sent to T1 to prop
up the British centre.
Phase 4:
T1: The Japanese overwhelm
the next British line of defence, hurling the British platoon out of
their positions with Banzai! charges
and close quarter tank attacks! The Indian platoon on the left flank
finally reveals itself, but cannot get into a position to do much good:
if they go forward they hit the main Japanese force; if they stay where
they are, they cannot fire on the Japs now intermingled with their own
men. In the end, they try to get back to the British base line via a
flank: but now the terrain that has protected them up to now works
against them! The British have been driven back to their gun line: the
climax of the battle approaches.
T2: The Japanese commander,
recognising that his attack is stalled, loads a platoon onto the trucks
belonging to his support units, and slams forward in an amazingly
desperate attempt to crack the British line. Two trucks are KO’d as
they hurtle over the rough ground, but one reaches the Gurkha trenches.
Out pour the Japanese, out come the kukri’s: the Japanese attack is stalled once again!
T3: The Argylls can do no
more. Having held up the Japanese advance for as long as possible, they
now find themselves bypassed by at least one Japanese platoon. All that
is left for them to do is to melt away into the jungle in order to fight
again another day. The Indian platoon at the back of the table takes one
look at the approaching Japanese, and crumbles: fleeing back to T1 only
a heartbeat in front of the pursuing enemy!
One Indian Pattern Carrier is actually on fire as it moves
between the tables!
Phase 5:
T1: The Japanese hurl attack
after attack in at the final British position. It starts to crumble. At
that moment, the troops from T3 arrive, letting everyone know they have
more Japs right behind them. Realising that the day is lost, the British
flee to the south…let’s hope someone remembers to tell the Gurkhas
on T2!
Conclusion:
A great game where the passing hours were marked by the distance the
Japanese had travelled down each table. Both commanders looked edgy and
nervous throughout the day, worriedly clutching the cards of the troops
they wanted to move from one table to another as if unable to actually
let them go! Individual players are all to be congratulated: the
Japanese for just doggedly grinding forward, the British for refusing to
give up ground without a suitable tax in enemy blood!
It was also great to see so many beautifully painted figures on the
table. We were almost a little short of Japanese and Indian infantry
(some of my squads were recycled three or four times!) but, in the
event, no troops were misrepresented by incorrect figures: apart from
the Argylls’ Lanchesters…and no-one makes them in 15mm anyway! Much
kudos must go to the terrain makers as well: the jungle looked fantastic
and was ultimately practical as well.
Historically, the battles on T2 and T3 played out much as they did in
1942: the Gurkha’s holding the Japs through a combination of fierce
hand-to-hand combat and accurate artillery strikes; the Independent
Company and Argylls slowly giving ground against overwhelming numbers.
T1, however, was where things were different. Historically, the British
put their better quality troops in front of the poor quality Punjabis;
defended the valley right up to the northernmost hill; and opened fire
at long range as soon as the Japanese were spotted. The Sikhs also
carried out a devastating counter-attack on the advancing Japanese:
hurling them back off the foremost ridge but leaving the brave Sikh
company with only 30 men standing! Did this reversal (putting the Indian
troops in front of the better quality British troops instead of vice
versa) give the Japanese
too much of a chance to get a foothold in the valley?
Who knows! All that
is certain is that Kampar, or rather Lardak, fell once again!
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