The Let's Play Archive

Pacific General

by Kangra

Part 11: Singapore: February 9, 1942



It's now February, and if we don't conquer Singapore soon, there's a chance the British could relieve it.


At this point, very little stands in our way. The real problem is that all our forces are in one place, and the enemy is down in another. Moving quickly and rapidly dispatching our opposition is the only way we'll do this in time.

Axis Turn 22: February 9, 1941
Day, Fair (Dry)


The Japonies are running low on strength, but they are still making progress. Although they can't win this war on their own (well, probably not). It's going to be tough to fight all the way to Singapore without more forces arriving pronto.


The mop-up operation has depleted our side's forces just as much as the enemy's.


But the core is once again on the move.


Allied Turn 22: February 9, 1941
Day, Fair (Dry)

All is quiet on the British side of things.


Axis Turn 23: February 12, 1941
Day, Fair (Dry)


The fastest of our vehicles is able to reach the front lines first, and they push aside the weak opposing infantry.


Kluang is definitely occupied, and we'll need to break through there to get to the island of Singapore.

Allied (United Kingdom) Turn 23: February 12, 1941
Day, Fair (Dry)

Still silent on the enemy front.


Axis Turn 24: February 15, 1941
Day, Fair (Dry)


The route to Singapore may be blocked, but the city itself might be easy to take if we can only get there. Unfortunately, our troops are weak and reinforcements are slow in coming.


Allied Turn 24: February 15, 1941
Day, Fair (Dry)

Once again, no response.


Axis Turn 25: February 18, 1941
Day, Fair (Dry)


Additional reconnaissance flights reveal that Singapore is still set up to defend against an attack from the seaward side. If we keep pushing we'll be coming at them from the rear!


The first Japanese forces make their way onto the island.


Allied Turn 25: February 18, 1941
Day, Fair (Dry)


The light recon unit comes under bombardment as the guns in Singapore turn away from the strait.


Kluang attempts to repel our troops, but we hold firm.


Axis Turn 26: February 21, 1941
Day, Fair (Dry)


The town itself lacks AA guns, but when Hirohito's Nates fly a bit too low, the infantry are able to knock a number of them out of the sky.


The bicycle infantry makes a last, suicidal charge against Kluang. It fails to dislodge the enemy.
Note that Banzai rules were in effect there.


It does let the Engineers come in afterward to finish them off.


Allied Turn 26: February 21, 1941
Day, Fair (Dry)


As the recon cars come closer to the city, the artillery guns find their mark more easily.


Axis Turn 27: February 24, 1941
Day, Fair (Dry)


The tanks arrive, and those guns are destroyed.


We rush as much as we can into the tiny island. Hopefully losses will not be too terrible.


Allied Turn 27: February 24, 1941
Day, Fair (Dry)


The Allied troops push back against our Mountain guns before they can fully set up.


Axis Turn 28: February 27 1941
Day, Fair (Dry)


Continual bombing raids have weakened the British ability to fight. When our tanks attack, more of the town surrenders.


We aren't quite able to finish the job before the end of the month, however.


Allied Turn 28: February 27, 1941
Day, Fair (Dry)

The British can do nothing, however. We have all but won the city.


In the end, the remaining troops are captured, and we have achieved our goal at last.

Result: Decisive Victory
VP Level:

With this key port secured after a long march down, we are prepared for a little bit of rest before our next campaign. That isn't exactly what our superiors have in mind, however. In fact, the city is barely ours when a top-secret message arrives informing us that we must go to Tokyo. There, after being sworn to absolute secrecy, we learn an astounding secret, one that is sure to alter the course of world history.



Unit Spotlight

Asashio-class Destroyer (10 built)
PG Name: Asashio/Asashio 1944 Type:Destroyer
Effective Date: 7/36 / 1/44
Value:8/10 Cost:96/120 Spot:1 Move:7 MM:Coastal Fuel: 126
Init:3 Range:2 SA:3 HA:6 AA:[4] NA:10 DA:8 GD:16 AD:6 TD:16 Ammo:40
Special: Night Optics,Sonar/ +Radar

The Asashio was on the large side for destroyers at the time it was produced. It came out as a design after Japan let the London Naval Treaty lapse, which freed them up to develop these larger ships. It seems that it had some difficulty with maneuverability, and by the time of the Pacific War, it was a bit outdated.

In-game analysis: Not a great value, given that the only real advantage it has over comparable units is fuel. Small ships almost never run out of fuel in these battles. The radar version is the 'best' destroyer in combat ability, but it's hard to justify paying for it when destroyers are meant to be cheap and replaceable.


Type 3 Ho-Ni III [Self-Propelled Gun Model D - III]
PG Name: Ho-Ni 3 Type: Artillery
Effective Date: 7/36
Value:12 Cost:180 Spot:1 Move:3 MM:Track Trans:Naval Fuel: 40
Init:4 Range:2 SA:11 HA:5 AA:[1] NA:0 GD:10 AD:6 CD:1 TT:Hard Ammo:10

This version fixed the deficiencies of the Ho-Ni 1 by using a more powerful gun and by completely enclosing the casemate to protect the crew. Had it been produced in a quantity of more than a few tens, it might have been a serious threat. Most likely these never saw combat, as they were reserved for defense of the Home Islands.

There are at least two things wrong with this unit as it appears in-game: Firstly, it wasn't available until 1944, and second, it was not an artillery gun at all, but a tank destroyer, and seemingly a pretty good one at that. This appears to be swapped up with the Ho-Ni 1. But either way, the Ho-Ni should be classed as an AT weapon, and not available until 1941 at the earliest.

In-game analysis: Even if it shouldn't exist so early, it's a nice unit to have. That said, it's only a 75mm gun, and therefore not all that powerful. The Type 94 mountain gun is just as effective and can move nearly as fast in open ground. But since the Ho-Ni does have really good armor, it's preferable when assaulting positions that have artillery backing them up, since there will be fewer losses to counterbattery fire.