It's Major Horiyi's Decision!

By Steve Foster, USA


Searching through some forgotten boxes, I came across some 1/72 WWII lapanese and Australians which prompted me into devising a suitable solo scenario, the results of which are set out below. I'm sure that it could be easily adapted for Vietnam, colonial or the Wild West etc, with a little thought. All of this can be widely varied of course.

Forces used:

Japanese:

    1 Infantry company (Inf Coy) comprising:
      HQ: 2 officers and six riflemen
      3 platoons (Pltn) each:
        HQ: 1 officer and seven riflemen
        3 sections (sect) each with: 1 light machinegun and crew and 12 riflemen
        3 sections (sect) each with: 8 riflemen
      company support platoon (Coy Sp Pltn): two 50mm mortars and 4 riflemen
      1 Chi Ha Tank (47mm main gun plus 2 machine guns)

Allies:

    1 Inf Pltn:
      HQ: 1 officer, 1 submachine gunner, 2 riflemen, and one 2" mortar
      3 sect, each with: 1 light machine gun crew, 1 submachinegunner, and 4 riflemen (all riflemen and submachine gunners carry anti-tank grenades)
      2 medium machine guns and crews

Outline: An Allied convoy of vital supplies is being rushed through to an important defensive position intended to halt the Japanese advance. The speed of that advance means that the only route available is in danger of being cut.

You are Major Horiyi in command of a reinforced Japanese infantry company with express orders to push along the one jungle track that can cut the convoy route in time. Time is absolutely essential and your senior officers will not accept failure. You know from native sources that there are Allied troops along the track somewhere. You are 8 hours march from the road and can force march your troops to gain an hour, but as they are already tired, no more is possible. You also have a rough idea of the terrain and distance.

Mechanics:

  1. There are six possible areas of resistance by the Allies as per the map. The exact terrain to be decided by the player when location becomes known.
  2. Decide upon a Japanese line of march [the order in which your units move along the narrow trail] This can now only be varied with a loss of 1/2 hour.
  3. The movement times are shown below the map, e.g. it will take 1 1/2 hours to reach the edge of the village, 6 hours to the rice fields etc. The Japanese must reach the road by the 5th hour to stop the convoy. They can force march and gain an hour at any time. This will enable them to recce some of the 6 boxes or change march formation. It takes 1/2 hour to recce any given box, so effectively the Japanese can recce 2 boxes or recce 1 and change the order of march. I decided to soak up combat duration in the march times, but this is all subject to alteration.
  4. If the Japanese decide to recce a box before crossing it then the presence of Allied troops is known (or not as the case may be) prior to marching on, allowing time to deploy and attack. If no recce is made, the Japanese march across the box in order of march and chance enemy ambush.
  5. Now, die to see if any Allies are in each box encountered:
      Box 1: 1 = Allies present
      Box 2: 1 or 2 = Allies present
      Box 3: 1,2, or 3 = Allies present etc.

    Once you have determined that there are Allies in a box, throw a six-sided die to see how they are reinforced:
    1add PIAT
    2add Anti-tank rifle
    3add Anti-tank rifle
    4add one mortar
    5add two mortars
    6add a 25 pdr gun in off-table support

Finally, the positioning of the Allied troops should be done after the Japanese enter the box in whatever formation. This will depend on local terrain and you may already have a solo NPC (non-playing character) method for placing them.

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