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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.

This scenario, like most Bolt Action scenarios, is designed to be played along the length of a
six by four feet gaming surface.

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 broken
terrain, representing the jungle and rough going surrounding the road. All of the area outside
the road counts as rough ground.

This 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 the
Armies 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.

The 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).

The 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.

Keep 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.

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.

British 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 or
east edge of the table.