homepage
  • Your recently viewed scenarios
    • Simple Equation
      TigerAce played the scenario
      Coup de Main
      von Garvin played the scenario
      One-Eyed Jacques
      nebel played the scenario
      The Crux of Calais
      igycrctl played the scenario
      ANZAC Boys
      etopp played the scenario
      No Better Spot to Die
      Heloanjin played the scenario
  • Not Logged In
  • Home
  • Shop for Scenarios
  • Article List
  • Reviews
  • Advanced Search
  • Games Wanted
  • Publications
  • Scenario Picker
  • Contact
  • Events
  • Scenario Lists
  • Information
    • REST API
    • Privacy policy
    • Terms and Conditions
  • Login/Register
    • Login
    • Register
White Tigers CBI (id:#61921)
(ASL 13 - Rising Sun ID: 159)
Prior Publication: AH:ASL Annual `92
See Also: White Tigers by Avalon Hill White Tigers, Black Cats by Critical Hit
Ningthoukhong, India 1944-06-07 (51 others)
12: Confusion Reigns (ASL 2 - Paratrooper (2nd Edition))
16: No Better Spot to Die (ASL 2 - Paratrooper (2nd Edition))
27: The Liberation of Tulle (ASL 4 - Partisan!)
103: A Day By the Shore (ASL 5a - For King and Country)
A 47: White Tigers (AH:ASL Annual `92)
A 77: Hide & Seek (AH:ASL Annual `95 Winter)
G22: A Day By the Shore (AH:The General # 29.4)
G42: The Youth's First Blood (AH:The General # 31.6)
S1: Retaking Vierville (ASL Starter Kit #1)
NEWS11: The Port-Filliolet Crossroad (ASL News # 6)
SB 1: You Want to Save Private Ryan? (Internet)
ABS-4: No Better Place To Die... (Airborne Stand!)
AA 4: A Better Spot Than This (All American I: Kellam's Bridge)
AA 14: North Rampart - Fire! (All American II: Timmes' Orchard)
AA 23: Lost Battalions (All American III: Shanley's Hill)
AAGG3: Historical The Port-Filliolet Crossroad (All American: Gamers Guide)
CH148: Trapped at Authie (Reissue) (Critical Hit # 6.4)
CH 1: Authie: The Death of Company C (Critical Hit # 1)
EP11: The Port-Filliolet Crossroad (Euro-Pack III - Late War `44-45)
PdH 5: Rangers Relief (Pointe Du Hoc)
BTB2: Merely Hanging On (Beyond the Beachhead)
O82.1: Armor Leader: Normandy CG (On All Fronts # 82)
PJ7.1: Mines! (OAF Playtester's Journal # 7)
#9: Le Mesnil Strongpoint (To Battle By Air 2)
#4: Dead Man's Corner (To Battle By Air 1)
27: The Liberation of Tulle (ASL 12 - Armies of Oblivion (2nd Edition))
AP30: Not Apt to Drag Feet (ASL Action Pack # 4 Normandy 1944)
RPT24: Farmyard Affray (Rally Point # 3)
BtB 2: Merely Hanging On (Beyond the Beachhead 2)
SP170: Halfhearted Hiwis (Schwerpunkt #15)
ESG #53: "Mad Mike's" Part Two (Dezign Pak 5)
MLR08: Prelude to Disaster (Elite Canadians)
MLR09: Overrun (Elite Canadians)
BOB # 6: Sink's Orders (BoB - Normandy)
BOB # 7: Tense Moments (BoB - Normandy)
JDJ 1.1: Retaking Vierville (Coastal Fortress)
BAA 7: Tip Of The Spear (The Battle for the Abbaye des Ardennes)
KB II 4: No Better Place to Die... (All American I: Kellam’s Bridge (2nd Ed.))
CH1: Authie: The Death of Company C (Critical Hit Retro Magazine 1)
12: Confusion Reigns (ASL 3a Yanks (2nd Edition))
16: No Better Spot to Die (ASL 3a Yanks (2nd Edition))
RPT115: Halfhearted Hiwis (Rally Point #12)
S16-16: Pointmen of Authie (Sweet 16 4-Pack 4)
PEB #1: Along The Way (Port-en-Bessin)
PEB #2: Confused Street Fight (Port-en-Bessin)
PEB #3: Clear Them Out: WN 57 (Port-en-Bessin)
PEB #4: B Troop Arrives (Port-en-Bessin)
PEB #5: Zig Zag 1 (Port-en-Bessin)
PEB #6: DSO Riposte (Port-en-Bessin)
PEB #7: Stutzpunkt Port-en-Bessin (Port-en-Bessin)
PdH #5: Stars and Stripes Forever (Pointe Du Hoc: Retro Bar Gunner Edition)
Designer: Pat Jonke
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseGurkha (British)
60%

Overview:

In early March, the Japanese 15th Army launched Operation U-GO to capture the highland town of Imphal, a vital British base in Assam. As part of the offensive, Lt.-General Yanagida’s veteran 33rd Infantry Division, known as the “White Tigers”, attacked north along the Tiddim Road. By mid-April its advance had ground to a halt about twenty miles from Imphal, where for the next few weeks it exchanged blows with the 17th Indian Division over possession of several villages along the road. One of these, Ningthoukhong, changed hands twice as both sides committed armor over ground now saturated by the breaking monsoon rains. On June 7th, the Japanese threw the last of their tanks into the battle for the village.
Attacker: Japanese (33rd Infantry Division and 14th Tank Regiment)
Defender: Gurkha (British) (1/7th Gurkha Rifles and 1/7th Gurkha Reinforcements)  
10 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:21.0 D:20.0
AFVs: A:5
Type 97A CHI-HA x 5

D:0
Guns: A:0
Type 89 Heavy Grenade-Launcher x 4
D:2
OQF 2-Pounder x 2
OML 2-in. Mortar x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO, DJ. Rubbled buildings. Mud, Rain, Ov5
Map Board(s): 22 37
Overlays: 3 5 O2 O5 X6
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

  • Recent Playings
  • Latest Updates
  • User Files
  • Public Lists
  • Comments
  • Links/References
Last Played:
DateReporterOpponentResultComments
2020-10-16(A) Tom Kearney vs Alan Saltzman Japanese winClose game that went down to the last turn.
2019-05-28(D) Will Willow vs Fred Schwarz Japanese winVASL
2018-12-16(A) Tom Abromaitis vs Gurkha (British) win
2018-01-06(A) John Gorkowski vs John Staddick Gurkha (British) winAll Japanese forces – 21 squads and five tanks – sloshed across the southern map edge on turn 1. A steady rain impaired visibility beyond about 250 meters while occasional heaps of rubble and dense jungle severely constrained lines of sight.

On the Japanese left, a single platoon and a stack of dummies leap-frogged through jungle, palm, and kunai to close in on the western ford (1 of 3 crossing points) across the swollen stream. They exchanged fire with a British platoon and swept it aside to cross the creek and seize the temple by about turn 6.

In the center, the Japanese armor at first avoided the road since they knew it would be bore sighted by every tube in the British inventory, and it was. Meanwhile, Japanese infantry approached cautiously expecting to charge when the armor was ready to lead. Around mid-game, one tank did rush the span where a British 40mm anti-tank gun blew it to flaming smithereens (as expected). British machine guns cut down the squad or two that tried to crawl forward through the resulting smoke. An attempt to get a second tank in there failed when it immobilized in the mud. Meanwhile, Japanese troops lobbed mortar rounds over the central bridge to try and pick off that British anti-tank gun and two medium machine guns posted nearby in the jungle just west of the road. The Japanese snipper chimed in to clobber the key British machine gun position leaving only one fire line in operation. With that, three or four Japanese squads, one at a time, doubled-timed across the bridge to take the two multi-hex buildings just west of the stream.

On the Japanese right, an armor-infantry team, including the three Japanese medium machine guns, tag teamed to wipe out several Gurkha squads and capture seven multi hex buildings. The machine guns “encouraged” the Gurkhas to retreat, rather than join a firefight, while a combination of vehicle sleaze freeze and hand to hand combat enabled a rapid Japanese advance at acceptable cost – in infantry. All that muddy driving bogged, then mired, and eventually immobilized two Japanese tanks. The Japanese medium machine guns, led by a 10-1, eventually planted themselves in wooden rubble at mid board just east of the stream and started raking British positions across the water to facilitate the advance over the central bridge. They were red-lined during the gun battles that followed, but survived the scenario.

As the end game approached, Japan controlled nine buildings and so needed only one more for the win. But by now the British reinforcements were taking up positions in buildings just north of the eastern ford. A concealed Gurkha 8-0 ambushed and then defeated in hand to hand combat a full Japanese squad as it tried to secure the building just south of that last ford. The Japanese went on to cross at great cost. In one instance, snake eyes from a British heavy vaporized a 9-1 and two red-lined squads each armed with light machine guns. A 40mm anti-tank gun took down another Japanese tank. Japanese efforts to advance up the center foundered in lopsided firefights. On the left, an 8-0 and one squad bolted into the paddies to try and outflank the British to swing around and capture an empty building, but defense fire pinned that squad and sealed the British victory! If only he had red-lined instead.
2017-11-11(D) Kermit Mullins vs Dan Best Japanese winHard fought game through 4 turns. Bloody fighting as Dan's Japanese came at me in a massive armored assault. I held my fire too long and got thrashed and hard. After 4 turns, my Gurkhas were decimated and Dan was knocking on 10 buildings. So I offered the concession, as he would have gotten the required 12 before my reinforcements could contest it. Fun game, wish I had offered a better defense...but good game nonetheless.
View all
ActionDate
Tomkrny Added a playing2020-11-25 06:45:22
wwillow Added a playing2020-07-14 11:43:03
gorkowskij Rated the scenario2020-05-17 11:47:56
gorkowskij Added a playing2020-05-17 11:46:39
MoriQuessir Linked the scenario to ROAR2020-04-27 22:55:33
FileDescriptionUserViews
VASL 6.0.3, 2014-03-29, Map Setup (White Tigers.vsav)VASL Setuphipsu442
(jap-gurkha.png)Imagehoxson1287
14th Tank Regiment's Shinhoto Chi-Ha captured near Imphal (chi-ha india.png)Imagehoxson1395
(White Tigers.png)Map Imagehipsu428
DescriptionUploaded by
TitleAuthorDate
DescriptionUploaded by

Quick Map View

Location

Not found

Images

14th Tank Regiment's Shinhoto Chi-Ha captured near Imphal
 
Statistics:
Avg Rating: 8.08Votes: 12
Views: 1474
To-Play list count: 5
Estimated Play time: 11.9 hours
Recorded Games: 5
Archive recorded plays:
Japanese3
Gurkha (British)2
Drawn:0

No Roar data foundLogin to assign.

All Rights Reserved Dave Ramsey.