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"CoC Last Stand on Opium Hill Scenario 4" Topic


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TacticalPainter0120 Nov 2020 9:04 p.m. PST

We now reach the final map of the Last Stand on Opium Hill campaign set in Singapore in 1942, written for Chain of Command by Mark Backhouse and published in Wargames, Soldiers and Strategy magazine (issue 101).

The Malay Regiment are conducting a last ditch defence around the opium factory that gives the hill its name. While it may be backs-to-the-wall for the Malay Regiment this attack will be no pushover for the Japanese who have a lot to do. Quite a game in the end and you can read the full AAR here Last Stand on Opium Hill Scenario 4

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Legionarius20 Nov 2020 9:19 p.m. PST

A beautiful game. That's what miniatures gaming is all about.

BillyNM21 Nov 2020 2:06 a.m. PST

What an exciting game, it makes my day whenever you post another of your campaign AARs, thank you. I think it is the way you always describe the decisions you have to make that makes me feel like I'm actually in the game.

The dynamic and unpredictable nature of these games is what makes CoC IMO such great rule set, and although I can understand how some find the activation system so frustrating for me it is what makes this feel more like reality than a game.

On top of this your troops vehicles and scenery are exquisite!

Just a couple of questions/points:

1). Wikipedia says 2-pdr HE was only introduced in late ‘42, is that wrong?

2). I think I would interpret the suppression of the tank gunner to cover both overwatch and subsequent turn because the Malays fired first and the effect lasted until subsequent turn. Perhaps TFL could rule on it?

advocate21 Nov 2020 2:20 a.m. PST

A great report. I thought the Japanese had it sewn up, but strange things happen. And given the history, I'm glad the Malay regiment didn't just get rolled over.
I do find the barrages in CoC somewhat dominating. I know mortars were very significant, but maybe not at this stage in the battle (infantry from both sides within 200 yards of each other).

Personal logo Stosstruppen Supporting Member of TMP21 Nov 2020 7:01 a.m. PST

I like your reports very much! I like that you take the time to list the rolls and what they are used for each time. It gives a certain tension to the story. This is a tough scenario, attacking across open ground. The end of turn was untimely for you, and the the string of good rolls by your opponent sealed the deal.

TacticalPainter0121 Nov 2020 3:29 p.m. PST

What an exciting game, it makes my day whenever you post another of your campaign AARs, thank you. I think it is the way you always describe the decisions you have to make that makes me feel like I'm actually in the game.

The dynamic and unpredictable nature of these games is what makes CoC IMO such great rule set, and although I can understand how some find the activation system so frustrating for me it is what makes this feel more like reality than a game.

On top of this your troops vehicles and scenery are exquisite!

Thank you!

Just a couple of questions/points:

1). Wikipedia says 2-pdr HE was only introduced in late ‘42, is that wrong?

No, I don't think so, I understand the ‘HE' rating is based on the effect of firing a solid shot AP round (it's not very effective, but as Dave had run out of armoured targets he had nothing to lose!).

2). I think I would interpret the suppression of the tank gunner to cover both overwatch and subsequent turn because the Malays fired first and the effect lasted until subsequent turn. Perhaps TFL could rule on it?

You could argue it both ways. We felt the intention of the rule was to temporarily lose the gunner for the next shot. You could interpret that to be the Overwatch or, as the rule states, in the next phase. Making it both could be harsher than the rule intended, effectively losing the gunner for two phases. I was inclined to cancel the Overwatch but we decided to go with rule as written as overall it made little difference.

Simo Hayha27 Dec 2020 12:27 a.m. PST

I have to stop seeing your posts. I get jealous

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