Merrill's Marauders

Burma Theatre February-May 1944

by Kenneth M. Van Pelt

Covering the Actions of the 5307th Composite Unit (Provisional)

By 24th February, 1944, the Chinese 22nd and 38th Divisions had driven sixty miles into the Hukawng Valley and were advancing southward against the Japanese 18th Division, which had about 7,000 men near and north of Maingkwan. Strong jungle-hidden defensive positions, each manned by about 40 to 100 Japanese, protected the Kamaing Road, the only motor route through the valley, the main supply artery for the enemy, and the key to control of the valley by either side. The Chinese forces were making their main drive along the axis of this road.

General Stilwell planned to use the Marauders force to encircle the retreating Japanese forces. The first mission is the focus of this scenario. Walawburn was a village location on the Kamaing Road. The three battalions of the 5307th were to move through thick jungle terrain and cut the road at Walawbum. They were to hold this road block until the advancing Chinese forces could relieve them.

KAMAING ROAD BLOCK

March 3rd found the 5307th twenty miles behind Japanese lines. The surprise was complete on the Japanese. The Marauders were supplied by air drops during their march and could operate for extended periods in hostile territory. The first scenario generator will give wargamers the feel of engaging rear elements of the Japanese 18th Division. Encounters during this period often were of small patrols: escorting the wounded to hospitals, picking up supplies, and even command posts set up in small villages surrounding Walawbum.

March 4th begins the period of realization in the Japanese command that a sizable enemy element has entered and cut their area of supply. At this time the Orange and Khaki Combat teams of 3rd battalion were manning the road block at Walawbum. Encounters during this period will include attacks in force by the Japanese.

By March 5th, the Chinese forces had put enough pressure on the Japanese to cause a withdrawal to the south. Marauder forces still blocked the Kamaing Road. Encounters become extremely severe. Multiple attacks in force with reinforcements arriving in the area and shelling by 77mm artillery are experienced during this period.

Eventually the Chinese forces will relieve the 5307th at Walawbum.

A Random Encounter game scenanio for THEATRE OF OPERATIONS

The carded encounter tables are to give wargamers the ability to generate scenarios that the Marauder force encountered during combat in Burma. The terrain in almost all circumstances will be thick tropical jungle. Visibility should be low and movement very restricted.

SETTING UP THE FORCES

The forces for the 5307th Composite Unit (Marauders) are set up from the United States Army list for Lion's Den Wargames' THEATRE OF OPERATION. The command squad of the Orange Combat Team was arranged directly from the list with the addition of three radio operators. The three squads that make up the platoon were also set up using the list except that a gunner with a .30 cal. tri-pod mounted machine gun and a bazooka operator were inserted in place of two rifle figures. Also, the Corporal in each squad was equipped with a M-1 carbine instead of the M1903 rifle.

When outfitting your squad remember that the .30 cal. machine gun needs an ammo carrier and the bazooka needs a loader. All Combat Ratings for the troops were given a +2 dice modifier to represent their knowledge and tenacity in this area.

With the exception of adding 50mm knee mortars, the composition of the Japanese units was taken directly from the new Japanese Army list. Combat Ratings used are from 1944. The number of figures in each squad can be determined by rolling 2D6 or 1D6+6. As Game Master, you should have a number of Japanese squads predetermined before the game. This will save you time and confusion.

TERRAIN: JUNGLE SIMULATION

Since it would be hard to create a "jungle" atmosphere on the tabletop (you need a place to set your figures), I have come up with a relatively easy way to simulate battlefield conditions.

The use of any type of "jungle" terrain is acceptable, palm trees, clump, aquarium plants, lichen, and anything else I can find all simulate the vegetation found in Burma. Also, the inclusion of Bashas, grass huts mounted on bamboo poles, is a vital part of this scenario. Field hospitals, supply dumps and camp sites can be put together using scenic pieces that are laying around.

Trails were used exclusively by both sides. It allowed normal movement through the thick jungle. In the game, figures may move down trails normally. Width of trails is equal to the width of two figures or roughly 2". You can make trail markers to designate where the trail goes on the table. A trail can not cross terrain obstacles such as tree bases or clump plants.

An attempt to cut a path through the jungle requires a concerted effort from all men. One figure can cut 1" of terrain per turn. A crew of up to six figures may cut a trail 6" long per turn. While clearing a trail, those figures may make no other actions for that turn.

Due to the density of the jungle, all weapons fire will be at a +2 per 6" of distance between target and shooter, an additional +1 modifier is added to this if the weather condition is foggy This will help simulate the covering effect the foliage had on troops while under the jungle canopy. Fighting will be close and bloody under these conditions. The Game Master will determine line of sight if there is a question.

Rivers are fordable at one quarter movement rate. Also, the current of the river will carry the figure three inches every turn in the direction of the river flow. A river can vary in the width of its banks, a 3" to 4" river adds nicely to the terrain.

Saving rolls are effected by the jungle as well, the covering effect makes it harder to hit a target. Unless a figure is on a trail or in a clearing of some kind, all standing troops save as if in soft cover, kneeling troops receive hard cover, prone figures are considered to be enclosed and a figure in a foxhole is also an enclosed target, but with an additional +1 to the save roll.

Three different tribes of people lived in this area at this time. The Kachin were friendly to U. S. troops. They would help any ill soldiers and give information concerning the Japanese activities. Burmese and. Shan people were loyal to the Japanese. It was rare that they fought U. S. soldiers, however they would inform the Japanese as to the whereabouts of the U. S. forces as quickly as possible.

These people lived in grass huts known as Bashas. Constructed on bamboo poles, the floor of a Basha was roughly about waist high, which kept things from crawling inside at night. In the game, a Basha measures 4" wide by 6" long by 3" high for the walls, a grass and bamboo roof covers the frame. The defensive value of the hut is considered to be a 3, any automatic weapons fire or grenade type blast will shred the hut into several small fragments.

One final thing, remember to divide your tabletop into equal squares. I use a 6'x8' table which yields 2' squares. Each time a new map square is entered a new encounter card is drawn.

SCENARIO TIME FRAME

The time span involved in this scenario is five days. The random encounter table provides a series of encounters that could happen to your platoon while on the tabletop. You will need a regular deck of playing cards in order to run this scenario.

On the 1st and 2nd of March, the Marauders find themselves trampling through the countryside on their way to Walawbum. The platoon will be digging into defensive positions and setting up patrols around Walawbum on the 3rd. When the Japanese realize what is happening on the 4th, the Marauders have their defenses in place and awaited any attacks from the enemy. When the 5th of March arrives, the Marauders were under heavy attack and expecting relief from the Chinese forces pushing from the north.

Encounter Charts and Descriptions for Merrill's Marauders

ENCOUNTER CARDS

Encounter Type
Card TypeHearts March 1-2Diamonds March 3Clubs March 4 Spades March 5
Ace1 Squad3 Squads3 Squads77mm Artillery plus 3 Squads
King1 Squad2 Squads3 Squads77mm Artillery plus 3 Squads
Queen1 Squad2 Squads2 Squads3 Squads
Jack1 Squad1 Squad2 Squads3 Squads
10Headquarters1 Squad1 Squad3 Squads
9Field HospitalField Hospital1 Squad2 Squads
8Animal encounterAnimal EncounterAnimal Encounter2 Squads
7No EncounterNo EncounterNo Encounter2 Squads
6Basha village Basha villageBasha village1 Squad
5No encounterNo encounterNo encounter1 Squad
4BashaBasha Basha1 Squad
3Illness IllnessIllnessIllness
2Booby trap Booby trapIllnessIllness

ENCOUNTER DESCRIPTIONS

Booby Traps

A surprise that occurs at a time least expected can cause chaos with your troops. If a booby trap card is drawn, whether on the trail or in a village, roll 1D6 and consult the charts below.

On the Trail

    1 Trap spotted of trail.
    2 Trap spotted on trail.
    3 Morale check to spot trap.
    4 Morale check to spot trap.
    5 1D6 Punji sticks, morale check to avoid.
    6 1D6 explosive, 6" radius burst.

In a Village (not Kachin)

If the die score is a 1, 2, 3, 4, or 5, the figure may attempt a morale check to spot the trap. If the morale check fails, an explosive burst worth 2D6 damage will explode covering a 6" radius. If the die score is a 6, the trap will trigger with no chance for a morale check.

    If U S. force is engaged in combat, no morale checks for spotting or avoiding traps are allowed

Illness

Malaria was an enemy that struck without warning, incapacitating or killing troops. Roll 1D6-3 for the number of figures involved, a result of 0 equals no figures effected. Roll another 1D6 for each figure effected. If the result is a 1, 2, or 3, effected figures become feverish and must be treated as wounded until medical treatment is administered. A result of 4 or 5 means the figure has become incapacitated and must be evacuated if possible. On a result of 6 the troop has died and must be evacuated as soon as possible.

Basha

The number of huts is determined by a roll of 1D6. Roll 1D6 to determine the type of occupants in the village. A score of 1 or 2 indicates that the village is inhabited by Kachins; who are friendly to Americans. Also, 2D6 worth of suffering illness may be treated, a successful morale check will give back one wound. If the score is a 3, the village is empty. On a 4 the village is empty, but is booby trapped (see chart above). On a score of 5, a Shan village has been discovered with 2D6 villagers. A score of 6 indicates a Burmese village with 2D6 villagers also. If the Shan or Burmese villages are encountered, the next Japanese patrol will include an additional 2D6 troops and be combat alert.

Field Hospital

A field hospital could consist of a Basha or even a campsite. There will be ID6 worth of medics available. The number of patients can be determined however you see fit.

Japanese Headquarters

A Japanese HQ could be set up like the field hospital. There will be 1D6 Japanese Officers present. Roll another 1D6. A 1, 2, or 3 indicates that the form of communication is a radio. On a 4, 5, or 6 there is a phone is present.

Animal

Several types of animals were encountered on the Burmese trails. Roll ID6 to determine what type. A 1 or 2 indicates a snake. On a 3 or 4, your platoon has stumbled onto a tiger! A 5 reveals a monkey scampering through the brush. An elephant will appear on a score of a 6. If a snake is encountered, roll another 1D6. If the score is a 5 or 6, the figure involved has received a snake bite for 1D6 wounds. Saves are "owed with a 4, 5, or 6. All other encounters will move off after injecting several moments of fear and confusion.

77mm Artillery

An artillery attack precedes the attack by the infantry. The attack consists of two 12" radius shell bursts, with a strike point value of 5, per turn for 1D6 turns. Randomize the point of impact by placing a marker on the table and then roll 1D10 and 1D6. This will determine the number of inches (D10) and direction of the impact (1, 2, or 3 north and 4, 5, or 6 south). From the new point of impact roll 2D6. The first will determine the number of inches and the second will result in the direction of the final impact (1, 2, or 3 east and 4, 5, or 6 west). After the shelling stops, a Japanese platoon will attack.

JAPANESE INFANTRY CHART

When a squad of Japanese infantry is encountered there are three factors to consider. The first is where are they located. Next, how many are in the squad. And finally what degree of readiness are they in. These factors are all left up to die rolls for an endless supply of different situations.

Location of the squad is determined by 1D6. On a roll of 1 or 2, the squad is 1 map square away. A roll of 3 or 4 indicates the squad is 2 map squares away and on a 5 or 6, the squad is 3 map squares away. The number of figures in the squad can be determined by either rolling 2D6 or 1D6+6. The degree of readiness is given in the following chart.

Degree of Readiness

Roll D10 Degree of ReadinessRoll 1D6 Japanese Troop Actions When Spotted
1 Incapacitated
2 Incapacitated
3 Incapacitated
1 or 2 Dead
3+ Field Hospital with medics
4 Unaware, marching
5 Unaware, at rest
6 Unaware, in cover
1 Heading to hospital with wounded
2 Heading to camp or headquarters
3 or 4 Carrying supplies or work detail
5 or 6 Patrolling
7 Unaware, in prepared position
8 Combat alert, defensive
9 Combat alert, passive
1 or 2 Headquarters position
3+ Patrol
10 Combat alert, attackingNo additional roll, your under attack!

Modifiers

Modifiers are given for each day in the jungle. These are given below.

DateD10 ModifierD6 Modifier
March 1
and 2
00
March 3+2+2
March 4+4+3
March 5+5+4


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