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Ambon: Burning Sun & Little Seagulls

Ambon: Burning Sun & Little Seagulls Rulebook

Table of Contents

Table of Contents

  • 2.0 Components
    • 2.1 The Map
      • 2.1.1 Terrain and Scale
    • 2.2 Pieces
      • 2.2.1 Units
      • 2.2.2 Markers
  • 3.0 Victory Conditions
    • 3.1 Definition of Control
    • 3.2 Allied Surrender
  • 4.0 Setup
    • 4.1 Allied Setup
    • 4.2 Japanese Setup
  • 5.0 Sequence of Play
  • 6.0 Landings
    • 6.1 Landings and Mines
    • 6.2 Unopposed Landing
    • 6.3 Opposed Landing
    • 6.4 Second Wave Landings and Minesweeping
    • 6.5 Establishing a Beachhead
  • 7.0 Movement
    • 7.1 Turn 1 Allied Movement Restriction
    • 7.2 Movement of Concealed Units
  • 8.0 Zone of Control
  • 9.0 Stacking
  • 10.0 Bombardment
  • 11.0 Combat
    • 11.1 HQ and Combat
    • 11.2 Terrain and Combat
    • 11.3 Applying Results
    • 11.4 Advance After Combat
  • 12.0 Recovery
  • 13.0 Supply
    • 13.1 Determining Supply
  • 14.0 Optional Rules
    • 14.1 Defensive Bombardment
    • 14.2 Concealed Second-Wave Landing
    • 14.3 Reinforced Artillery
    • 14.4 Strengthened Allied Defenses
  • 15.0 Play Example
  • 16.0 Historical Notes
    • Allied Defensive Dispositions
    • The Japanese Invasion
    • The Garrison Surrenders
    • Blood Oath

2.0 Components

Besides this rulebook, the game contains the following:

  • 1 map
  • 1 counter sheet (50 pieces) + 25 pieces (bagged)
  • 2 player aid cards
  • 1 die

2.1 The Map

The map depicts the island of Ambon, where the fighting took place. The hexagonal grid printed across it is called a "hex," and is used as the basis for unit position and movement. Some hexes carry a unique four-digit number (hex number), used to refer to a specific hex. The edges that make up a hex are called "hexsides." The map also shows a "Landing Box," divided into First Wave and Second Wave sections, and a Victory Point (VP) track that records victory points.

2.1.1 Terrain and Scale

The map shows terrain that affects unit movement and combat (see the Terrain Effects Chart, or TEC). Hexes with hatching are open ground; all others are rough ground; the interior enclosed by brown hexsides is mountain. The distance across one hex corresponds to roughly 1 km.

2.2 Pieces

The pieces are grouped into two types: "units," which represent combat formations, and "markers," which track game information. Units include infantry and artillery types, as well as headquarters (HQ). See the player aid for the information printed on units.

2.2.1 Units

Units are printed on both sides. The front shows full-strength status; the back shows a disrupted state with reduced combat and movement strength. In addition to a symbol denoting branch of service, units display the following information: nationality, unit designation (ID), formation size, combat strength, and movement allowance. Artillery-type units print a "bombardment strength" and range instead of combat strength; see player aid (2). Note that Dutch unit 1.A and Australian D Company have back-side values that differ from other units of the same type.

  • HQ: HQs are units, but they are not combat formations. The number in brackets [ ] is their command value; they have no combat strength. A command value can be used to support combat within command range (11.1). An HQ attacked while alone is automatically eliminated. HQs are exempt from stacking limits (9.0).
  • Nationality: unit color indicates nationality. Blue = Dutch, dark blue = Australian, tan = Japanese Army, brown = Kure 1 Special.
  • Combat Strength (CS): represents a unit's attack and defense combat capability. Artillery-type units print bombardment strength instead of CS (bombardment is covered by rule 10.0, combat by rule 11.0).
  • Movement Allowance: the number of movement points (MP) a unit may spend during one Movement Phase; it spends MP according to terrain for each hex entered (see the TEC and 7.0).
  • Range: artillery-type units have a "range" showing the distance over which they can use bombardment strength. Range is measured in hexes, not counting the firing unit's own hex but counting the target hex. The target hex is the hex containing the defending unit.

2.2.2 Markers

Pieces used to record and display game information are called markers. They are placed on tracks or on units. Markers exist for: key locations, the game turn, out of supply (OOS), beachheads, mines, dummy mines, and landing penalty (-2 MP and No Move).

3.0 Victory Conditions

Victory is decided by control of key locations and the elimination of enemy units. The Japanese player aims to control the main objectives on Ambon Island (the double-star ★★ key locations: Ambon, and the Paso and Laha airfields) and the secondary objectives (single-star ★ key locations). The faster a key location is controlled, the more VP it is worth.

When the Japanese control a key location, place the matching key-location marker as a reminder on the current turn of the turn track. If the Allies retake a key location, remove the marker.

To the left of the turn track, the VP awarded for controlling a key location on that turn is printed. As turns pass, this VP value goes negative — meaning slower Japanese control of a key location, or Allied control of it at game end, becomes a penalty.

At game end (turn 10, or turn 8 if the Allies have surrendered — see 3.2), the Japanese player totals the VP earned:

  • +1 VP for each non-HQ Allied unit in the eliminated-units box (detachments do not count)
  • +3 VP for each Allied HQ unit in the eliminated-units box
  • -2 VP for each non-HQ Japanese unit in the eliminated-units box
  • -5 VP for each Japanese HQ unit in the eliminated-units box
  • -5 VP for each beachhead the Allies have captured
  • +/- ? VP for each key location (the VP value varies with the turn on which it was controlled)

Victory is decided by the Japanese VP total:

  • 10 VP or less: decisive Allied victory (humiliating Japanese defeat)
  • 11–20 VP: Allied victory
  • 21–30 VP: draw
  • 31–50 VP: Japanese victory
  • 51 VP or more: decisive Japanese victory (the invincible Imperial Army)

To win, the Japanese player must do better than history did. The Allied player must delay the Japanese conquest of the island, and especially the capture of Laha airfield.

3.1 Definition of Control

A key location is controlled by moving one of your own units into that hex. Control continues thereafter unless an enemy unit enters that hex. Merely projecting a Zone of Control (8.0) over a key location does not control it. At the start of the game, all hexes are under Allied control.

3.2 Allied Surrender

At the start of turn 8 (the first half of 2 February), if at least one Allied HQ unit remains on the map, the Allied player may surrender. This ends the game immediately; the Japanese gain a 5 VP bonus, but gain no VP (positive or negative) for key locations the Allies still control at that point. Allied units remaining on the map are not eliminated and so do not count for VP. If the Allied player does not surrender, the game continues through turn 10.

Comment: this option denies the Japanese player some VP. Since key-location VP goes negative in the final turns, the Allied player must weigh whether surrendering, or holding key locations to the end, is more advantageous before using this option.

4.0 Setup

First decide who will play which side. Place the map on the table and prepare the game as follows:

  • Place the game turn marker on "1 (30 January)" of the turn track.
  • The Allied player sets up their units according to rule 4.1.
  • The Japanese player sets up their units according to rule 4.2.

4.1 Allied Setup

Set up units exactly as follows:

  • Halong (1611): Dutch (NEI) HQ and 1 NEI Company
  • Eri (1114): Australian (AUS) A Company and 1 NEI Company
  • Latuhalat (1016): 1 NEI Company
  • Within 1 hex of 1215: AUS HQ, AUS B Company, and AUS Engineers
  • Paso (1809): 3 NEI Companies
  • Within 1 hex of Paso: 1 NEI Company
  • Laha (0812): 1 NEI Company, NEI Artillery, NEI Anti-Aircraft, and AUS C Company (set up over-stacked in this hex)
  • South of Laha (0813): AUS D Company

Once the above setup is complete, place all 4 dummy units and all 4 detachments, plus any remaining NEI companies, on any coastal hexes of your choice. Dummies and detachments are placed face-up (in their concealed state) so the Japanese player cannot tell what they are (the Allied player can always check them). Up to 3 pieces total — any mix of dummies, detachments and NEI companies — may be placed in a single coastal hex.

Note: besides the above, there are 2 additional units used only with an optional rule (14.4).

Finally, freely distribute 5 real mine markers and 3 dummy mine markers, face-up, among the mine boxes (the three boxes marked with a skull icon) in Ambon Bay and Baguala Bay.

4.2 Japanese Setup

The Japanese player places all Kure 1 Special (IJN) units in any single "First Wave" box (the gray boxes marked ①). They also place any one of the three battalions of the 228th Regiment, together with the regimental HQ, in a different First Wave box from Kure 1 Special. A "battalion" refers to the four units that share the same number (for example, 1.A, 1.B, 1.C, and 1.D).

Place the remaining 2 battalions, one battalion per box, in separate "Second Wave" boxes. A battalion may be placed in the Second Wave box of the same lane as the First Wave box already holding a battalion (see the play example, 15.0).

Comment: landing via Ambon Bay is a route that can capture Ambon City and Laha airfield early, but it carries mine risk (6.1 and 6.4). Plan your landing sites carefully, and avoid the "default setup" of simply picking the landing box nearest to where you're sitting.

5.0 Sequence of Play

The game proceeds through repeated "turns." One turn represents half a day. A turn consists of several phases. Once setup is complete, begin turn 1.

  1. Japanese Player Turn a. Landing Phase b. Movement Phase c. Bombardment Phase d. Combat Phase
  2. Allied Player Turn a. Movement Phase (turn 1 has a special rule) b. Bombardment Phase c. Combat Phase
  3. Recovery Phase (the Japanese may not recover on turns 1 and 2)
  4. Supply Check Phase (turn 7 only)

Victory is determined at the start of turn 8 (if the Allied player has surrendered — see 3.2) or at the end of turn 10. When a turn ends, advance the turn marker on the turn track and begin the next turn.

The following rules detail each phase.

6.0 Landings

If Japanese units are present in a First Wave box at the start of the Landing Phase, an attempt is made to land from that box. The procedure differs depending on whether the coastal hex being landed on has no enemy units (or is under your own control) or has enemy units present.

Important: the Japanese player may always postpone a landing to the following turn (for example, to avoid congestion on a beach).

6.1 Landings and Mines

When landing in Ambon Bay or Baguala Bay, first make a mine check. The Allied player reveals any mine markers placed in the corresponding mine box. For each real mine marker revealed, apply a -1 to the landing die roll (6.2 and 6.3). After the mine check, follow the procedure below. Revealed real mines and dummy mines remain revealed until all landings for that turn are complete (6.4).

6.2 Unopposed Landing

When landing in a hex with no enemy units, or a hex under your own control, resolve the landing on the table below.

Die RollResult
1 or lessLanding delayed
2–3Landing succeeds. No movement this turn
4–6Landing succeeds. -2 MP this turn
  • +1 to the die roll if Kure 1 Special is landing
  • -1 to the die roll for each revealed real mine
  • +1 to the die roll on turn 4 and later

Roll one die and apply modifiers. Results:

  • Landing delayed: units that attempted the landing remain in the First Wave box.
  • Landing succeeds: place the units in the coastal hex at the end of the arrow. To show that movement is prohibited or reduced, place the landing-penalty marker on the unit (bombardment and combat are still possible).

6.3 Opposed Landing

When landing on a coastal hex containing enemy units, the Allied player must first reveal any concealed units on that beach. If they are all dummies, remove them, and then resolve the landing the same way as an unopposed landing (6.2). If even one real unit is present, resolve the landing using the table below instead. Japanese units that make an opposed landing may not move, bombard, or attack during that same turn.

Die RollResult
1 or lessLanding delayed
2Landing combat at 1/4 attacker CS
3–5Landing combat at 1/2 attacker CS
6Landing combat at unmodified attacker CS
  • +1 to the die roll if Kure 1 Special is landing
  • -1 to the die roll for each revealed real mine
  • +1 to the die roll on turn 4 and later

If the result is "Landing delayed," the units that attempted the landing remain in the First Wave box. If the result is "Landing combat," all units attempting the landing must fight the units on the beach (11.0). Combat is resolved normally, with the following changes:

  • The Japanese may not use HQ support.
  • Even HQ or disrupted units may advance after combat if the defending hex becomes empty.
  • The Japanese must absorb losses through disruption or elimination (no retreat is allowed). If the landing hex does not become empty, the units that attempted the landing remain in the First Wave box.
  • Where a CS modifier applies, halve or quarter the CS of all units making the landing (remember, fractions are not rounded).

Important: artillery-type units (the 228th Artillery Company) may not make opposed landings. Their presence is ignored for landing combat, and even if the landing hex becomes empty, they may not advance along with the other units.

6.4 Second Wave Landings and Minesweeping

Once landings from a First Wave box are complete, move the units from the corresponding Second Wave box in the same lane into the First Wave box. However, if any non-artillery unit remains in the First Wave box, the Second Wave units must wait in the Second Wave box instead.

Remove all revealed dummy mine markers from the map. The Japanese player also removes one revealed real mine marker of their choice from the map. Any other mines remain on the map and continue to affect future landings.

Repeat this procedure every turn until all units have landed. One real mine marker still in a mine box is removed each turn.

6.5 Establishing a Beachhead

When a Japanese unit enters a landing hex, place one beachhead marker in that hex. If an Allied unit (excluding dummies; see 7.2) enters the same hex as a beachhead marker, remove the marker from the map. Even if a Japanese unit later enters that hex, the landing hex no longer functions as a beachhead and cannot be used as a supply source during the Supply Check Phase. Any Japanese units still scheduled to land in that hex are all eliminated and placed in the eliminated-units box.

7.0 Movement

During your Movement Phase, you may move all, some, or none of your own units. Each unit spends movement points (MP) according to the terrain of each hex it enters. A unit may spend MP until it has none left. If a unit cannot pay the MP required to enter a hex, it may not move into that hex. This game has no "spend all remaining MP to move one more hex" rule. For example, a Dutch artillery unit with movement allowance 2 cannot enter a mountain hex (movement cost 3) unless moving along a road or trail.

  • Trails and roads: moving along a trail costs 1 MP regardless of the underlying terrain; moving along a road costs 0.5 MP.
  • Rivers: crossing a river costs an extra 1 MP (in addition to the entered hex's normal movement cost). This extra river cost applies even when moving along a trail or road.

7.1 Turn 1 Allied Movement Restriction

On turn 1, only Allied units within 4 hexes of a Japanese unit (counting only land hexes) may move. All other Allied units may not move on turn 1.

7.2 Movement of Concealed Units

Concealed (face-up) detachments and dummies may move like any other unit, but must reveal their identity immediately if they enter a Japanese unit's ZOC for any reason. A revealed dummy is removed from the game. Detachments are treated as combat units. If a dummy is moved into a hex containing a beachhead, it must be revealed and removed from the game (the beachhead itself is unaffected). A dummy may not be used to retake a key location.

If a concealed detachment enters a hex containing a beachhead, it is revealed as a detachment and the beachhead marker is removed. If a concealed detachment enters a Japanese-controlled key location, it is revealed and the corresponding VP marker is removed from the turn track (that hex reverts to Allied control).

8.0 Zone of Control

Every combat unit exerts a Zone of Control (ZOC) into its 6 adjacent hexes. Disrupted units still exert a ZOC. HQ units have no ZOC. ZOC does not extend across an all-sea hexside. In this game, ZOC affects movement and retreat.

Entering an enemy ZOC (EZOC) costs an extra 1 MP. Leaving an EZOC also costs an extra 1 MP. If enough MP is available, a unit may move directly from one EZOC to another (this costs an extra 2 MP in that case).

  • ZOC and concealed units: face-down detachments and dummies both exert a ZOC. If a Japanese unit's ZOC extends onto a concealed unit, it is immediately revealed; a dummy is then removed from the game.

Example: the unit in hex 1609 exerts ZOC into 1508, 1509, 1608, and 1708, but does not exert ZOC into 1610 (a sea hex) or 1709 (across a sea hexside).

Comment: under the above rule, even a dummy Japanese unit costs an adjacent unit +1 MP to enter. The dummy is then revealed and removed. The Japanese unit may continue moving with its remaining MP.

9.0 Stacking

Up to 3 units may stack in one hex without penalty (HQs do not count toward this limit). Beyond this limit, the following penalties apply:

  • Functional overstacking: when more than 3 but no more than 6 units are stacked in a hex, all units in that hex have their CF (combat factor) halved (fractions are not rounded).
  • Physical overstacking: when more than 6 units are stacked in a hex, no unit in that hex may attack, and each unit's CF becomes 1.

Important: for stacking purposes, a detachment counts as 0.5 of a unit.

10.0 Bombardment

Artillery, anti-aircraft guns, and anti-tank guns are artillery-type units. An artillery-type unit's CS is 1, and it may not make a normal attack (10.0) (and so cannot advance after combat). Like other units, it can still defend. Range is measured in hexes (not MP).

During your Bombardment Phase, you may bombard enemy units within range using your artillery-type units. In a single bombardment, one artillery-type unit targets one enemy unit (note: it does not target the whole stack). Each artillery unit may bombard only once per turn. Different artillery units may bombard the same enemy unit. Players may declare and resolve bombarding units and their targets in any order.

To resolve a bombardment, roll one die and compare the result to the bombarding unit's bombardment strength. If the result is less than or equal to the bombardment strength, the target unit is disrupted. Otherwise, there is no effect.

You may not bombard a unit that is already disrupted, a detachment, a concealed dummy, an HQ, or a beachhead (but see optional rule 14.3).

The following die roll modifiers apply to bombardment:

  • +1: the target unit is in a mountain hex
  • -1: the target unit is in a hex under functional overstacking
  • -2: the target unit is in a hex under physical overstacking

11.0 Combat

During your Combat Phase, you may use your own units (even disrupted ones) to attack enemy units within their ZOC. The phasing player is the attacker; the other player is the defender. The attacker declares which of their own units (units in multiple hexes may attack jointly) will attack which defending hex (only a single hex may be targeted) and resolves the combat. Defending units stacked together must always be attacked as a group. Attacking units that are stacked together may split — some may take part in a different combat, and some need not attack at all. Each attacking unit may attack only once per Combat Phase. A defending hex may be targeted only once. Within the above limits, there is no cap on the number of combats that may be resolved in one Combat Phase.

Attacking is never mandatory. However, if an attacking unit is in the EZOC of a defending unit other than its target, and that defending unit's EZOC is not being attacked by any other attacking unit in the same Combat Phase, the attacking unit's CF is halved (fractions are not rounded). This penalty stacks with other modifiers.

Players must declare the full combination of combats they will resolve during their Combat Phase at the start of that phase.

Each combat is resolved in the following steps:

  1. Compare the modified CF of attacker and defender to calculate the combat ratio. Express the ratio as attacker CF : defender CF, reduced to an integer ratio with one side equal to 1; round any fraction in the defender's favor.
  2. Once the column to use on the Combat Results Table (CRT) is determined, the attacker rolls one die and reads the result. Defender terrain may shift the column. The following die roll modifiers also apply:
    • Attacking a town: -1
    • HQ support (11.1): attacker +1 / defender -1
    • Defender includes a Kure 1 Special machine gun company or an Australian engineer company: -1
  3. Apply the combat results (11.3). Apply the result against the defender first, then apply the result against the attacker.

11.1 HQ and Combat

An HQ whose command range covers the defending hex may support that combat for either the attacker or the defender. Each HQ may support only one combat per Combat Phase, and only one HQ per side may support any given combat. When resolving combat, the attacker first decides whether to use HQ support, and the defender then makes their declaration. The attacker adds their support value (1) to the die roll; the defender subtracts it. If both sides use HQ support, the modifiers cancel out. HQ modifiers stack with terrain modifiers.

Important: a Japanese Army HQ may only support a combat in which only Japanese Army units are involved. Likewise, a Kure 1 Special HQ may only support a combat in which only Kure 1 Special units are involved. The Allies have no such restriction — Dutch and Australian HQs may support each other.

HQ units have no CF. If attacked while alone, an HQ is automatically eliminated without calculating a combat ratio.

11.2 Terrain and Combat

  • Mountain hex: if the defending unit is in a mountain hex, shift the combat ratio one column left.
  • Town hex: if the defending unit is in a town hex, subtract 1 from the combat resolution die roll.
  • River hexside: if all attacking units attack across a river hexside, shift the combat ratio one column left. This modifier does not apply if even one attacking unit attacks other than across a river.
  • Fortified hexside: if even one attacking unit attacks Paso across a fortified hexside, shift the combat ratio one column left. This modifier applies only when attacking Paso.

11.3 Applying Results

For each hit, disrupt one of your own units that took part in the combat (the owning player chooses which unit takes the hit). Applying a hit to an already-disrupted unit eliminates it. An HQ or a detachment is eliminated by a single hit. Eliminated units are placed in the eliminated-units box on the player aid.

A combat result of "r" forces all defending units to retreat one hex, unless the defender chooses to take an additional hit instead to refuse the retreat. A combat result of "R" forces all defending units to retreat one hex with no option to refuse (no additional hit can be taken to avoid it). Retreat is subject to the following restrictions:

  • A unit may not retreat into a hex it could not enter by movement.
  • Where possible, a unit must retreat outside any EZOC (at the start of the retreat, it is not necessary to reveal whether a ZOC is being exerted by a dummy).
  • If multiple retreat hexes are available, the unit must choose the hex with the lowest movement cost, or a hex along a road.
  • A unit may not retreat into a hex containing a defending unit involved in an unresolved combat.

A unit may retreat into an EZOC only if there is no other legal retreat hex, in which case it takes an additional hit. If a retreating unit ends up adjacent to an enemy concealed unit as a result, that unit is revealed; a dummy is removed immediately. If this reveal removes the EZOC that triggered the extra hit, the extra hit for retreating into an EZOC is cancelled. If there is no legal retreat hex at all, the extra hit may be taken instead to cancel the retreat (an exception to result "R").

11.4 Advance After Combat

If a defending hex becomes empty as a result of combat (all units eliminated or retreated), attacking units may advance into that hex. Disrupted units and HQs may advance only after landing combat. Artillery-type units may not attack, and therefore may not advance.

12.0 Recovery

During the Recovery Phase, every disrupted unit makes a recovery check. On success, the unit is restored to full strength. Roll one die per disrupted unit. Recovery succeeds if the unmodified roll is a [1], or the modified roll is less than or equal to the unit's CS (or bombardment strength).

The following die roll modifiers apply:

  • The unit is in an EZOC: +1
  • The unit is within the command range of a friendly HQ: -1

Exception: the Japanese player may not make recovery checks on turns 1 and 2.

13.0 Supply

Supply is checked only for Japanese units, at the end of turn 7 (the second half of 2 February). Any unit that is out of supply at this check becomes disrupted, and cannot recover for the rest of the game. Place an out-of-supply (OOS) marker to show this. If the unit is already disrupted, there is no additional effect.

13.1 Determining Supply

A Japanese source of supply is any hex containing a beachhead marker. To be in supply, a unit must satisfy one of the following conditions:

  • It is adjacent to a beachhead marker.
  • It is on, or adjacent to, a road or trail (or a combination of the two) that leads to a beachhead marker, without that path passing through a hex containing an enemy unit.

Important: a concealed unit cannot block a road or trail for a supply check. The Allied player can block one by revealing that the unit is a detachment.

Comment: a ZOC alone does not block supply.

14.0 Optional Rules

The following optional rules add extra realism, or let players explore "what if" scenarios. Use all or some of them by mutual agreement. Using an optional rule triggers a VP bonus or penalty as noted.

14.1 Defensive Bombardment

Favors the Japanese: -2 VP

After all combats have been declared during the enemy's Combat Phase, each of the defender's artillery-type units may bombard once. Apply the normal bombardment rules (10.0). Defensive bombardment is resolved before the combat ratio is calculated.

14.2 Concealed Second-Wave Landing

Favors the Japanese: -3 VP

The two Japanese battalions landing as the Second Wave are kept off-map during setup. The Japanese player secretly records the beach where each will land on a note. During the Recovery Phase of turn 1, the note is revealed and the two battalions are placed.

14.3 Reinforced Artillery

Favors the Japanese: -6 VP

Disrupted units and revealed detachments may be targeted by bombardment. If the bombardment hits, those units must retreat. If a concealed unit is hit by bombardment, it must be revealed.

14.4 Strengthened Allied Defenses

Favors the Allies: +5 VP

A few days before the fighting, Lt. Col. Scott repeatedly requested reinforcements from his superiors, particularly concerned about the shortage of anti-aircraft weapons and mobile artillery. This optional rule represents GHQ granting Lt. Col. Scott's request and reinforcing the island's defense with one AT company and an artillery unit. Set up the Australian AT company and 2/11 Field Battery (the two artillery-type units marked with a yellow ▲) within 1 hex of hex 1215.

15.0 Play Example

The following is a play example. Its purpose is to aid understanding of the rules, not to present an ideal course of play.

During setup, the Japanese player chose to land the First Wave on the beaches near Laha and Liang. The Second Wave will land at Hitu Lama and Laha.

Turn 1 begins with the Japanese Landing Phase. The players choose to resolve the landing south of Liang first. The coastal hex contains concealed Allied units.

The Allied player must reveal the concealed units. They were dummies! So the landing is resolved under 6.2 (unopposed landing). Since Kure 1 Special is landing, the die roll modifier is +1; the die rolled a 3, giving a result of 4. The landing succeeds at -2 MP. The Japanese player places a beachhead marker on the landing hex and a -2 MP marker on the stack.

Next, the landing south of Laha is resolved. The Allied player had placed 3 mine markers there, and reveals them now: 1 is a dummy and 2 are real. The Allied player also reveals the 2 concealed units on the landing hex — both were detachments! So this landing becomes an opposed landing (6.3). With 2 real mines present, the die roll modifier is -2. The die rolled a 5, giving a result of 3. The landing units must fight the 2 detachments at half CS.

Resolving the combat between the 3 Japanese companies and the 2 detachments: the Japanese CS total is (6/2 × 3) = 9; the Dutch defense strength is 2, so the combat ratio is 4.5:1, rounded down to 4:1. There are no modifiers. The Japanese player rolls one die, and the result is a 3. The result is "1/1r": the Japanese take 1 hit and disrupt one unit; the Allies also take 1 hit and remove one detachment. The remaining detachment applies the "r" result, and the Allied player must decide whether to retreat or take an additional hit. The Allied player retreats the detachment to hex 0813. All Japanese units involved in the landing combat — including disrupted units and HQs — move into the coastal hex (only when landing does this rule allow disrupted units and HQs to advance after combat). Artillery may not advance. Japanese units that made an opposed landing cannot act during the following Movement and Combat Phases.

Several turns later, some Japanese units have advanced from Hitu Lama toward Paso. The situation at that point is as shown below.

Japanese Movement Phase: the Japanese move the 3rd Battalion's A Company (3.A) from hex 1310 to 1509, stacking with B Company (movement cost 5 MP = 2 MP for rough ground + 1 MP for the river crossing + 1 MP to leave the EZOC + 1 MP to enter the EZOC). Next, C Company (3.C) moves from 1507 to 1508 (movement cost 5 MP = 3 MP for mountain + 1 MP to leave the EZOC + 1 MP to enter the EZOC).

Japanese Bombardment Phase: the artillery at Hitu Pass (3.D) bombards the Dutch company (2.B) in hex 1609 (the bombardment targets only 1 unit, not the whole stack). There are no modifiers. The die roll is a 3, so there is no effect.

Japanese Combat Phase: at the start of the Japanese Combat Phase, the Japanese player declares all combats to be resolved during this Combat Phase. Among them, they choose to attack the Dutch unit (2.B and 1 detachment) in hex 1609 using all 3 companies of the 3rd Battalion. Note that the disrupted unit in hex 1608 is not part of the target. The combined combat strength is 6 + 6 + (6/2) = 15. 3.C's strength is halved because it is adjacent to an enemy unit it is not attacking.

The defender's combined combat strength is 3 + 1 = 4. The combat ratio is 15:4, or 3.75:1, rounded down to 3:1. There is no terrain modifier, but the Dutch HQ in hex 1708 provides support, giving a -1 DRM.

The Japanese player rolls the die: the result is a 4, modified to 3. The result is "1/1r." The Allied player removes the detachment and retreats 2.B to hex 1708. The Japanese player disrupts one of the attacking units and advances the undisrupted ones.

Recovery Phase: the Japanese player makes a recovery check, and 3.C in hex 1508 remains disrupted. Next, the Allied player makes recovery checks. They attempt to recover the Australian B Company in hex 1608 and the Dutch 2.C company in Paso. The former's check gets +1 for being in an EZOC and -1 for being within the command range of the HQ (Kapitz, in hex 1708). The die rolls a 2 — success, and the unit is turned back to its full-strength side. The Dutch unit in Paso also gets the HQ modifier, but the die rolls a 4, modified to 3, which still exceeds its combat strength, so recovery fails. It remains disrupted.

16.0 Historical Notes

Ambon is a small island east of New Guinea, in the Moluccas, but it had a strategically important airfield built on it. Because of this, the Dutch sent part of the KNIL (Royal Netherlands East Indies Army) from Java to defend it, and the Australian government, believing the Japanese would use the airfield if they came south, likewise decided to send a garrison.

Ambon consists of two peninsulas, north and south, joined by an isthmus. Laha airfield lay in the western part of the northern Hitu Peninsula. Across the bay from it was the Leitimor Peninsula, home to the town of Ambon.

Allied Defensive Dispositions

At the outbreak of war, the garrison on Ambon numbered 2,800 men: the KNIL's Molukken Brigade (Lt. Col. Joseph Kapitz) and Indonesian colonial troops led by European officers. Because the home country had surrendered to Germany, the garrison was poorly equipped, had no radios, and relied on wire or runners for communication.

On 17 December, the Australians sent roughly 1,100 men of "Gull Force," built around the 8th Division's 2/21st Battalion, to Ambon. Gull Force's commander was initially Lt. Col. Leonard Roach; after inspecting the island before deploying his troops, he concluded that more artillery needed to be brought from Australia to defend it, but his request was refused by his superiors, and he was relieved of command on 14 January. Lt. Col. John Scott (see photo, page 11) took over command of Gull Force in his place.

The Allied dispositions were as follows. Kapitz's headquarters was located at Halong, between Paso and Ambon. Since the southern coast of Leitimor was judged unsuitable for a landing, KNIL units were concentrated around Paso. A small detachment was also placed at Hitu, thought to be the most likely landing site for the Japanese.

Laha airfield was defended by two companies of the 2/21st Battalion and 300 Dutch troops, along with Dutch artillery (four 75mm field guns, four 37mm anti-tank guns, four 75mm anti-aircraft guns, four 40mm anti-aircraft guns, among others).

Gull Force headquarters and the rest of the Australian units were positioned in western Leitimor in case the Japanese made a direct assault on Ambon Bay. The 2/21st Battalion's engineer platoon and a Dutch anti-aircraft machine gun section deployed on the plateau around Mount Nona (Point 514). In addition, an Australian detachment was placed at Latuhalat, while Gull Force headquarters and the D Company strategic reserve were positioned along the line from the Nona plateau to Amahusu Beach, between Eri and Ambon.

The Japanese Invasion

Japanese air raids on Ambon began on 6 January 1942. On 24 January, a total of 54 carrier aircraft from the 2nd Carrier Division (Hiryu and Soryu) attacked Ambon's port facilities and buildings, but caused little real damage.

On 30 January, a combined force of roughly 1,000 naval landing troops and army troops landed at Hitu Lama on the north coast. The rest of the 228th Regiment (38th Division) landed on the south coast of the Leitimor Peninsula. The Japanese did not overwhelmingly outnumber the Allies, but had the advantage in air and naval support and in firepower such as field artillery. At this point, the KNIL's remaining Brewster Buffalo fighters at the airfield were evacuated (the RAAF ground crew were left behind). Dutch detachments were either overrun by the landing Japanese forces or retreated toward Paso. The bridge at Hitu was not demolished as ordered, and so failed to delay the Japanese.

The Japanese made a second landing at Futu Mori in southeastern Leitimor and at Batu Song, just south of Paso. Paso's defenses had been prepared to meet an attack from the north or west, but now the threat appeared from the south.

At dawn on 31 January, the Japanese seized Batu Song and pressed on Paso's position from the east. At noon, Kapitz moved his headquarters from Halong to Latuhalat (hex 1710), closer to Paso. By this point the field telephone lines had been cut by the Japanese, and Kapitz lost contact with his subordinate units. It was then that the Japanese force that had landed at Hitu Lama attacked the Paso defense line from the northeast. According to an Australian historian: "At 6 p.m., a motorcycle with a sidecar, flying a white flag, appeared on the road west of the Paso position and drove straight toward the Japanese lines. On the order of the Dutch company commander, firing from the Paso position ceased, and the Dutch troops were allowed a short rest and a meal." Who authorized the surrender is unclear. There was no immediate reply from the Japanese, and Kapitz and Tieland (commander of the Molukken defense battalion) ordered the Dutch troops to resume fighting. But by the time Tieland and the company commander returned to their positions, the troops had already surrendered, and they too were forced to give up.

The first ground attack on Laha airfield began on the afternoon of 31 January. An Australian platoon northeast of the airfield was attacked by a strong Japanese force but repelled it.

Japanese forces approached Ambon from the southwest and occupied the town around 4 p.m.

The Garrison Surrenders

On 1 February, the Japanese launched a general assault. Kapitz and his entire headquarters were taken prisoner, and he ordered the units around Paso to surrender as well. The same order was issued to Lt. Col. Scott, but the order did not reach him until two days later. As a result, the Australians continued to resist from their positions, and at 2230 Scott ordered his troops to fall back to Eri. The position at Kudamati (southwest Ambon) was surrounded by Japanese forces.

On 2 February, minesweeper No. 9 struck a mine in Ambon Bay and sank; two other vessels were damaged by mines.

The Australian forces still resisting on the Nona highlands were in danger of encirclement, and Lt. Bill Jinkins ordered his unit to fall back to Amahusu (northeast of Eri), where they learned that the Dutch had already surrendered. Unable to reach Lt. Col. Scott, Jinkins sought a meeting with a senior Japanese officer in Ambon during the ceasefire. The Japanese allowed contact with Kapitz, who wrote a document urging surrender and entrusted it to Jinkins, asking him to find Lt. Col. Scott.

Meanwhile, the Japanese launched a fierce assault on Laha airfield — naval gunfire, dive bombers, strafing fighters, and infantry assaults. The defenders withstood the Japanese night attack, but could not hold against the general assault the following morning; at 1000, 150 Australian officers and men, along with a small number of KNIL soldiers, surrendered.

Only the Australian forces around Eri remained. But by 3 February, they had suffered heavy losses from air and sea attack, had no supplies, and could not continue to resist — Lt. Col. Scott, who encountered Japanese troops before Jinkins could reach him, decided to surrender.

Blood Oath

A harsh fate awaited the surrendered garrison. More than 300 Australian and Dutch prisoners were selected at random and executed around Laha airfield. Survivors of the sunk minesweeper reportedly took part in these executions, suggesting they were carried out in reprisal for the sinking. Major Newbury, who had led the Laha airfield garrison, was also among the victims.

The prisoners were later sent to a POW camp on Hainan Island, where three-quarters of them died before the war ended (405 of 582). This episode was depicted in the 1990 Australian film Blood Oath.

Because of this massacre of prisoners, and because Japanese aircraft that took part in the Darwin air raid of 19 February flew from Laha airfield, "Ambon" became a name Australians came to despise.

As for Jinkins — who had set out to find Lt. Col. Scott — he and 30 other Australian troops escaped after the surrender, making their way by canoe to the neighboring island of Seram some weeks later.