Wednesday, 2 September 2026

No Retreat from Nyaungchidauk – Burma 1942

In an unusual move for me, I ended up playing an early Burma scenario thanks to having the figures to justify it. Instead of early Commonwealth figures, though, I had come into the possession of (read: bought and painted) some Chinese for Burma (full showcase incoming) and that meant I could have a go at something from the annus horribilis instead of my usual 1944/5 games. So I set about drawing up a scenario based (loosely) on the opening skirmishes before the Battle of Toungoo in March 1942, when the veteran 200th Division held up the Japanese 55th Division for nearly two weeks in what the Japanese official histories later considered some of the hardest fighting of the campaign.

The Scenario

As the Far East supplement for Chain of Command doesn't include the Chinese, I had to do up platoon structures, support lists, and national characteristics myself. In the event neither of the new characteristics I had drawn up saw any action in this scenario, but for disclosure these were:

  • First to Fight
    • If a Leader uses two Orders to activate a Unit to move into Close Combat, it will be Aggressive.
    • If a Chinese unit wins a Close Combat as the Attacker, every second Shock inflicted negates one incoming Shock.
    • Chinese troops defeated by 4 or more will fight on rather than surrender if no Leaders remain.
  • Know Your Enemy
    • When a Japanese force attempts to use a Ruse against a Regular Chinese platoon, the controlling player must pay the CoC Points cost, and then roll 1D6; only on a 4+ will the Ruse be carried out. A Ruse failed in this manner does not use up a purchased Ruse attempt, but the Unit cannot attempt a Ruse again that Phase.
  • Concentrated Fire
    • Any Regular Chinese LMG team armed with a ZB 26 or Bren gun can use Concentrated Fire as though a Commonwealth unit. (This one got used a fair bit.)
This scenario would be a defence by a standard Chinese platoon (an officer and three 14-man rifle sections, two with an LMG each and one with a pair of grenade dischargers) supported by a single Sd.Kfz 222 armoured car, against a Japanese platoon (officer, sergeant, three 13-man LMG+rifle sections, and a 13-man grenade discharger section, sans the usual automatic red die owing to 55th Div's poor performance historically) with 1D3+3 support points to spend. My dad and I tossed for sides, and I ended up with the Japanese and, rolling low, had the budget for an anti-tank rifle (3pt) and a jitter party (1pt). Owing to the disparity in size between core platoons, the Chinese would have had a +4 or +5pt rating advantage anyway, so instead of giving the Chinese a large bonus in support points I simply gave the Japanese fewer.

The scenario I had come up with was a bit of a mix between the Probe and Attack and Defend scenarios. 


Owing to the fact we had a 5ft deep mat the Japanese baseline was a foot in from the actual edge of the mat. Their two objectives were the opposite ends of the road and rail bridges over the creek, about 18" from their baseline. With the way the cover was set up, the Japanese might get lucky and get two forward JOPs, but in the event I was not and ended up with one forward position on the southern bank and two behind on the table edges.

In order to win, the Japanese would have to control both Objectives at game end, or capture one Objective and exit a unit off the Chinese end of the table, with the caveat that either player could start the Final Countdown as soon as one Objective was taken. Thus, the Japanese would have to be able to either attack both positions in short succession or establish a clear route to the Chinese rear.

The Game
My opening move was to try and make my presence clear by getting an infantry section onto the north bank, where it would benefit from the hard cover of the jungle thicket. The Chinese responded by bringing out their own troops. At the same time, I had my jitter party ready to dash forwards on the left, with the aim of taking that objective early and threatening the right with fresh troops.

Unfortunately, my corporal was wounded early under withering fire from the Chinese armoured car. On the other hand, I was able to bring out my AT rifle in ambush and send my scouts up, and plugged the command gap with my platoon sergeant.

The AT rifle having done little other than annoy the armoured car, it proceeded to then take one casualty and four shock from return fire.

On the other hand, the Chinese had come out with a new section on their right, which dealt a little bit of damage before becoming the unlucky victim of several grenade hits which almost, but didn't quite, wipe out the LMG team in the hut.

Still, the armoured car managed to annihilate the remainder of the AT rifle team and put an end to any real hope of eliminating the Chinese armour. If I was going to win it would most likely be through taking the other Objective and not breaking before time ran out. I did have enough CoC Points banked up to be able to start the clock if I seized the rail bridgehead, so that was now my new plan..

Unfortunately, my mad dash on the right met yet more withering autocannon fire. I had taken no shock, but all of my attempts to climb up the riverbank were thwarted by bad rolls.

Then the third and final Chinese section came out, and put an end to any realistic hope of forging ahead on the right flank.

In the centre I had managed to mostly neutralise the Chinese infantry on my left thanks to my grenade dischargers, but I was dangerously low on morale (my sergeant also having taken a wound) and the deployment of my final rifle section was little more than a last-ditch Hail Amaterasu.

And indeed, concentrated fire from multiple axes wiped out my first rifle section and collapsed Japanese morale to 0.


Conclusions

A good showing for the first engagement by the Chinese. For my part I probably ought to have opted to send my first rifle section further to the right and thus gained more protection near the railway embankment as well as being less vulnerable to fire from the LMG in the hut, which wouldn't have had the angle to get them. That said probably my most successful action of the entire game was the pair of grenades I got through the window, so it wasn't a complete loss.

I'm a little unsure if the AT rifle was a bad investment relative to something heavier like a 37mm gun at the same cost. 3AP against 2 armour on the armoured car should have offered decent odds had I got more than one shot off, but the lack of a gun shield or a Junior Leader able to rally off shock combined to make the weapon team a lot squishier than its 5-man size would initially suggest.

The scenario itself actually seemed like a design that could work as a more general setup, but it might warrant another test or two. Something to consider for the future, I think.

Monday, 10 August 2026

General Roundup for Early August

It's been a fairly hectic period with a lot of games for me, so rather than spending lots of time writing lots of detailed battle reports I thought I'd just go over everything I've done since the last post.

18 July: Test of Honour

With my dad back from overseas we had a couple of games of ToH, with me taking a samurai+ashigaru force and him taking warrior monks; the first round was just the base game and then we did it again with the Sengoku expanded rules, with me taking some ronin allies and him some ninjas. Both scenarios were the Control mission from the core rules.



Final result was 1-all; I conceded the first game after he slew all my characters, but the second game featured a staggering number of fumbled rolls in the second half, and despite heavier losses I won through controlling more objectives.

21 July: Traitor's Toll

Gareth joined us for a round of Traitor's Toll with the main plot being the Phantom; a thief of uncertain identity masquerading as one of the civilians.



The game went better than our last goes for the guards, although not without a few twists and turns as our squads repeatedly failed to arrest secondary suspects while the Phantom ran loose among the populace.

25 July: Chain of Command

Timmy and I went back to the jungle for this one, with an aggressive Japanese manoeuvre on their left blunted by some good dice rolling on the British side. A more concentrated attack on the lead British section likely would have achieved greater results than the split effort between the infantry and the MG nest (though the latter was dispersed on the second Japanese assault.



Not the most exciting game but one that reminded us of how important it was to keep the jungle rules in mind.

28 July: Chain of Command

Rather than clear the table I left it in place while I oversaw Gareth as the Japanese versus my dad as the British. A rare moment of hesitation from Gareth led to his prematurely calling in a mortar barrage that not only hit some of his own troops, but also left him with little room to manoeuvre on his left. An ill-advised dash into the open on his right flank led to that unit being shot from behind, and so badly outmatched when it attempted to charge that it simply broke and fled without fighting.




1 August: Test of Honour

For that fortnight's club afternoon James and I went at it with our respective forces, with me bringing my usual Onna-Bugeisha while he had a bandit and ronin force. We had two runs of the Ambush scenario, both of which ended with one of us conceding after heavy losses. Special mention goes to one of James' (evil, dastardly) ronin units which used exactly the same figures as one of my (noble, upstanding) onna-bugeisha groups!




2 August: Big Chain of Command

Timmy wanted another go at a jungle scenario but this time using the Deep Battle setup for Big Chain of Command, so I prepared a scenario using the full 8x6' table. Three British platoons would face two Japanese platoons and attempt to take the buildings astride the road running down the middle.


The first phase saw my British moving aggressively, though not tremendously so, up towards the river and almost in position to seize the first phase line on the crossroads. In the event it was an armoured car that took the phase line, after what were frankly quite avoidable losses on the part of the infantry.




Although one section had been badly mauled in an attempted counterattack by assault, Timmy held on with his current forces and began bringing out his bunkers, a bit of a problem as I had assumed he'd use them near the end of the battle and had kitted out my third platoon accordingly. Instead platoon #2 was going to have to go into the lion's maw with much less supporting firepower.



Nevertheless, a tenacious advance allowed me to post some grenades into the aperture of one bunker and completely wipe out its defenders, while a mortar barrage locked down most of his force.


When the barrage cleared, however, I was still down a lot of men, and Timmy swapped in his reserve platoon to land the killing blow against my battered force.


Nevertheless, to do that he had needed to deploy all of his supporting assets, and although I did lose my armoured car, the left flank saw my Sherman (not pictured) and a sniper in the woods knock out the MG nest and anti-tank gun on his right, while the barrage more or less destroyed all of the heavy weapons on his left. When my second platoon broke, thus bringing my third in, Timmy decided his remaining force was unlikely to succeed against a fresh platoon supported by an intact tank, and we called it a day.

4 August: Test of Honour

Gareth wanted something a bit lighter after quite a lot of CoC, so I brought Test of Honour out again, with me taking an ashigaru+samurai force against warrior monks. I raised the budget to either 36 or 40 points (I forget which) so that each side had four characters instead of the usual three, although on the deeper table it turned out (to be expected, really) that characters with their extra movement simply expose themselves to attack much earlier, so most of the game turned out to be duelling between our respective big men. I won this one by a hair's breadth after Gareth's commander kept rolling dismally on what ought to have been easy hits.




6 August: Chain of Command

Albert and Stuart, two friends of James', were in town for part of last week, and with James unable to get off work he asked if my dad and I could organise a few games for them. We ended up playing six games across four different sets of rules, which was simultaneously quite impressive and a bit exhausting by the end, but still a good way to show off the game room and our respective collections. The first game was Chain of Command, using the Probe scenario which is my usual intro to new (or in this case new-ish) players. I'd supervise Albert leading the Japanese attackers while my dad advised Stuart on defending as the British.




An aggressive Japanese move on the left was initially blunted when it made a hasty attack against prepared defenders, but the combined effect of the PIAT failing to destroy the Japanese tankette, the Japanese grenade dischargers basically levelling the British lead section in the hut, and severe attrition against their second section meant that although the game did eventually reach the Final Countdown, their morale broke before the clock ran out.

7 August: Twilight of Divine Right

On Friday morning we used Twilight of Divine Right and my dad's 10mm Thirty Years War figures to put on the Battle of Ameixial in 1663, during the Portuguese Restoration War. Albert took the Portuguese while Stuart took the Spanish while we advised from the sidelines. The Portuguese and their English allies had a similar amount of infantry (11 regiments vs 10) but substantially fewer cavalry (7 vs 11), but with an overall quality advantage, and would need to drive the Spanish off the hill.




Some exceptionally bad luck for the Portuguese cavalry wing began causing serious concern, and the Spanish resolutely refused to roll low on their morale checks for several turns while managing to sneak a single cavalry unit around the Portuguese right flank and begin rolling it up. Although we didn't fight through to a definite conclusion it had come to be fairly obvious that a Portuguese loss was a matter of when rather than if.

7 August: Test of Honour

With more time in the afternoon, I put on two games of Test of Honour, one against Albert and one against Stuart. In both games I took a samurai+ashigaru force and my opponent had warrior monks (I think I'm starting to spot a pattern...).




Game 1 went rather poorly for Albert, who ended up losing all of his characters very early, but he was avenged by Stuart who inflicted a resounding defeat on me.

8 August: Sharp Practice

On Saturday morning it was initially just me and Albert, with me taking the forces of the Shogunate and him the restorationist coalition for a game set in the 1868 Boshin War, using figures I don't think I've brought out in over a year. I had set up the terrain intentionally looking to create some major chokepoints that both of us would have trouble manoeuvring through effectively, although I may have gone a bit overboard.




Game 1 saw me take some pretty bad losses on my skirmishers, but a strong first volley from my main body led Albert to concede before things got worse for him. James had arrived at this point and suggested we could go again, but he took the Imperial force this time as Albert had to leave soon and would just observe until his cutoff time.




This time the result was a bit more even, as both of us took morale losses as our respective left flanks overcame the enemy's right. Both of us lost our skirmishers early, and my hoped-for decisive blow with my Shingsengumi shock troops was not so much blunted as completely swatted aside by a volley from James' riflemen. However, the duel between my main body and his smaller line had started earlier, and a couple of good rounds of fire at effective range broke both of his Groups and wounded his force commander, causing his morale to collapse from 6 to 0 in a single turn.

Summary

I won't lie, fifteen games in just over three weeks does take a toll on you, and grateful as I am that my summer has been open enough to allow that to happen, I sort of want a break...

Friday, 17 July 2026

Hunkering Down – Burma, 1944

I swear I play other things sometimes, but it seems like lately my Burma games are the only ones where I take photos...

I had actually planned to have a go at a three-player game of Traitor's Toll this week, but my dad had to bow out last minute, so instead of teaching both him and Gareth the rules in two separate sessions I decided to do another Burma game, but using the jungle terrain rules and having Gareth go on the defensive.

We played Mission 5: Flank Attack, with my British platoon bringing 16 points of support and his Japanese having 11. I brought an Adjutant (1), a pre-game barrage (2), a replenishment point (1), an engineer team (2), a Red Die (2), and a Sherman (4), while Gareth brought a squad prepared position (4), a Ruse (2), an extra submachine gun (1), a rifle grenade launcher (1), and a section of conscripts (3). I rolled rather poorly for morale, and had just 9 against Gareth's 11.

What would make things even more of an uphill climb was the aftermath of the patrol phase, where the angles played more to Gareth's favour than mine. Rather than being cornered in his part of the table, Gareth's Japanese would lie along more or less a straight line set back from the road, while I would really only have two useful jump-off points, one on my left directly opposite one of Gareth's, and one on my right with a bit of a vantage point across the open but partly obstructed by the house. My plan would be to try and force the Japanese onto a narrower front quickly by hitting Gareth's right flank immediately, banking on the barrage to block his deployment.


The Game



Unfortunately, Gareth rolled three 2s on his first Phase after my riflemen and sergeant came out, and he passed his first deployment roll anyway, although fortunately his fire did little damage.

Mine, on the other hand, amazingly caused four casualties including wounding Gareth's corporal, to which he responded by deciding to attempt a withdrawal into the jungle and force me to fight more on his terms. Unfortunately he rolled a 1, meaning his men turned around... and made no progress, exposing their backs.

Not about to give up a golden opportunity, I charged in and won decisively, and with the corporal having been stunned in the action, the remaining men were rounded up as prisoners.


With Gareth's right flank now overrun, it was safe for me to bring out the Sherman (though unbeknownst to me, he never had any anti-tank weapons with which to threaten it anyway, and was mainly banking on me getting bogged down on that flank.)

With my second section out on my right to provide supporting fire, I began moving the first section towards the rice paddies.

I also decided to present a more serious threat to the Japanese left by bringing out my lieutenant with the third section, which would mean I had no reserves left save for my mortar.

Unfortunately for me, this was where Gareth decided to bring out his heavy hitters, as his bunker revealed itself along with six riflemen in spider holes.

This was then compounded by the deployment of Gareth's third rifle section along the bank of the creek, which did at least take a few casualties thanks to both HE from the tank and retaliatory fire from my steady but dwindling rifle section.

Needing to somehow regain the initiative, I sent my second section out in a dash towards Gareth's left... and rolled dismally.

Out sprang the Japanese conscripts, who took down three of my men in one volley despite hitting the dirt for safety.

Short of good options, I pushed my leftmost section into the paddy field for cover and tried to hold firm while I figured out a way to consolidate.

Fortunately, some better rolling by my riflemen in subsequent phases brought a Bren gun to the window of the hut, where it proceeded to roll very badly but at least had a bit of moral effect, while the lieutenant led his troops up into the wood. I reckoned that with six command dice I could probably keep all of my troops under command and put some real pressure on Gareth's remaining unfortified men.

Nevertheless, my recklessness on the left had begun to cost me, as my section was down to just its automatic weapons and both NCOs were now wounded. Still, Gareth had lost more than a few morale points by now, through the loss of his first rifle section, then the jump-off point, and then the NCO of his section in the creek, where he had now assigned his officer to take over command. His initial +2 morale advantage had all but evaporated, and he now sat at 5 against what I believe was 7 for the Allies. Moreover, having lost a Jump-Off Point he no longer benefited from the -1 bonus to Bad Things Happen rolls that the Japanese would otherwise get.

As luck would have it, my next round of fire killed Gareth's officer, and he rolled the worst possible result for morale, a -3. While Japanese morale hadn't collapsed outright, one or two more phases of fire would probably have annihilated the last of the central section and finished the job, so we called it a night.


Reflections

Ironically given what I remarked upon last time, I really should have done more to consolidate my position and figure out my next moves before rushing unprepared into a general attack. Really, once I'd secured my left flank it should have become the base of fire supporting an attack by my right, rather than relying on a reduced infantry section and a tank to launch an attack at what I should have been certain were two infantry sections, one of which would almost certainly be fortified.




No Retreat from Nyaungchidauk – Burma 1942

In an unusual move for me, I ended up playing an early  Burma scenario thanks to having the figures to justify it. Instead of early Commonwe...