Scenario- Jungle Road Ambush!

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    SCENARIO: JUNGLE

    ROAD AMBUSH!Burma, March 1942, the British and Commonwealth forces defending Rangoon have

    abandoned the city to the Japanese and have begun a long retreat north and west towards

    India. Slowed by the hordes of refugees clogging up the roads through the jungle, the British

    were in several cases overtaken by small, fast-moving Japaneseforces. These usually set up

    roadblocks and ambushes along the road, opening fire as the British vanguard would reach

    the obstacles to remove them. Smashing their way through these traps was a bloody and

    desperate affair, and often successful only thanks to the few Royal Armoured Corps tanks

    available, against which the Japanese jungle fighters had very little answer.

    TERRAINThis scenario, like most Bolt Action scenarios, is designed to be played along the length of a

    six by four feet gaming surface.

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    A 6-wide road stretches from the south table edge to the north table edge, roughly bisecting

    the table into two equal halves. This road, being not much more than a dirt trail, simply

    counts as open ground and not as a road.

    Place a road block, like a large tree trunk, in the middle of the table this counts as an

    obstacle that is impassable to vehicles.

    The rest of the table should be covered by a very high density of thick wooded and brokenterrain, representing the jungle and rough going surrounding the road. All of the area outside

    the road counts as rough ground.

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    OPPOSING FORCESThis scenario is designed to be played between a British (and Commonwealth!) force and a

    Japanese force.

    The Bristish platoons should be taken from the 1942 The Fall of Singapore selector in theArmies of Great Britain book. In addition to the choices in the selector, the force may also

    include one M3 or M3A1 Stuart light tank per platoon.

    The Japanese platoons should be taken from the 1942 The Fall of Singapore selector in the

    Armies of Imperial Japan book. They may not include vehicles, nor any artillery units

    except for light anti-tank guns and light howitzers (as the only artillery these small parties

    could carry had to be broken down and carried by mules along the small jungle paths).

    You may of course play this scenario with forces of different nations to represent an ambush

    on an enemy column anywhere else in WWII. In this case agree or roll a die to randomly

    determine which force is in ambush and which is being ambushed. If you use vehicles with

    damage 9+ or higher, these can smash trough the obstacle moving through it at a Run, in

    which case the obstacle is removed.

    SET-UPThe Japanese player must deploy half of his force (rounding down) in his set-up area more

    than 12 from the road south of the roadblock. North of the roadblock, he can set up

    anywhere, except that his units must remain off the road and more than 6 from the road

    block. All Japanese units can use the hidden set-up rules (see Hidden Set-up page 117), and

    of course can start the game in Ambush.

    The British player must deploy half of his force (rounding down, representing a vanguard)on the road south of the road block, more than 6 from the road block and more than 12

    from the south edge of the table.

    Japanese and British units that are not set-up to start with are left in reserve (see Reserves

    page 119).

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    OBJECTIVEThe British player must try to move as many of his units off the north table edge. The

    Japanese must try to stop him, and inflict maximum damage. Note that in this scenario,

    British units are allowed to deliberately move off the table from the north table edge.

    GAME DURATIONKeep a count of how many turns have elapsed as the game is played. At the end of turn 12,

    roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

    VICTORY!At the end of the game calculate which side has won by adding up victory points as follows.

    If one side scores at least 2 more victory points that the other then that side has won a clear

    victory. Otherwise the result is deemed too close to call and honours are shared a draw!

    The British player scores 1 victory point for every enemy unit destroyed. He also scores 2

    victory points for each of his own vehicles and 4 victory points for every infantry and

    artillery unit that has moved off the north table edge before the end of the game.

    The Japanese player scores 2 victory points for every enemy unit destroyed.

    SPECIAL RULESBritish Reserves can begin rolling to come on the table from turn 1, and do not require an

    order test to come on to the table. However, they can only come onto the table along the

    road from the south edge of the table, and only two units per turn can enter the game, all

    remaining Reserves must be ordered Down.

    When Japanese Reserves become available, they come in from anywhere along the west oreast edge of the table.