With the decision taken to secure the strategically vital island of New Guinea, preparations began in earnest. Major General Tomitaro Horii, a veteran of the fighting in China and a respected combat leader, was chosen to lead the invasion of New Guinea. The first objectives identified were the smaller islands of New Britain and New Ireland to the east of New Guinea; in particular, the town of Rabaul and its deep water harbour on the north coast of New Britain would be vital for supporting future operations.

New Britain and New Ireland were defended by a token detachment of Australian troops known as Lark Force, under the command of Lieutenant Colonel John Scanlon, a veteran of Gallipoli and the Western Front during World War I. Lark Force comprised of just over 700 soldiers of the 2/22nd Battalion augmented by members of the New Guinea Volunteer Rifles together with small detachments of engineers, artillery, anti-aircraft, medical and anti-tank units. The 130 commandos of the 2/1st Independent Company were charged with defending New Ireland. Facing the Australians was the might of Horii’s South Seas Force, which numbered over 8,000 experienced soldiers together with air support from the aircraft carriers Kaga and Akagi.

On 4 January 1942, the first Japanese bombing raid of the campaign targeted the Australian airfield at Lakunai, just outside Rabaul. It was the first of several raids which steadily whittled away the RAAF’s already meagre air power in the area. On 14 January, the Japanese invasion force departed from Truk and set sail for New Britain and New Ireland. Concerned about reports of coastal guns defending the islands, Rear Admiral Kiyohide Shima opted for an amphibious assault at night.

SNLF enter the fray

SCENARIO 1: OPERATION RI

After a dogged defence staged by the handful of Australian pilots in the skies over New Britain, the overwhelming aerial armada of the Imperial Japanese Naval Air Force had now achieved air supremacy. Operation RI – the assault of New Britain and New Ireland – began before dawn on 23 January. In a moonless night with calm winds and near-flat seas, the invasion force lowered its assault craft and prepared to attack New Britain’s north coast. Shortly after 0100, units of the 1st Battalion, 144th Infantry Regiment landed near Praed Point and moved inland towards Lakunai airfield. At Raluana Beach, the Japanese were briefly opposed by a hastily assembled force of anti-aircraft gunners and non-combatants, but the Australians were hugely outnumbered and soon withdrew.

Further landings near Mount Vulcan, an area of higher ground on the east coastline just south of Simpson Harbour and Rabaul, saw two companies then proceed inland towards Vunakanau airfield. However, the 9th Company strayed from their course and landed their craft further north – right by the prepared positions of Major William Owen’s A Company. Owen’s men had set up on a road to the west of the beach, having cleared excellent fields of fire and set up defensive positions and barbed wire.

With Vickers and Lewis guns at the ready, mortars ranged in and lines of rifles aimed at the beaches, the Australian soldiers waited patiently as the Japanese landing craft beached in the darkness. Backlit by burning buildings on the far side of the bay, the men of A Company allowed all of the craft to land and the Japanese soldiers to file out onto the beach. Lighting cigarettes, joking aloud and shining torches in the darkness, the Japanese invaders were caught completely unaware when Owen’s A Company opened fire with everything they had.

FORCES

This scenario is designed to be played with equal forces. Australian forces are chosen from the Lark Force Reinforced Platoon. The Australian player receives one free Inexperienced MMG for every Reinforced Platoon the Japanese player takes. Japanese forces are chosen from the Assault of New Guinea Reinforced Platoon. SNLF squads may not be included.

Scenario 1: Operation RI

SET-UP

This scenario is played on a six by four feet gaming surface with the longer edges being designated the east and west edges. The first 6” of the eastern edge are water; the first 12” of the western edge are raised ground with a narrow road running from north to south. The intervening terrain is sand, which counts as rough ground. The Australian player may set a single length of barbed wire running from the north to south table edges, anywhere on the table except within 18” of the eastern edge. Four landing craft are placed on the eastern edge of the board, not within 12” of each other. Note, these landing craft have already beached and so are used as markers only; they do not count as units and so cannot be given orders or attacked.

DEPLOYMENT

The Japanese player must deploy first. The entire force may be deployed within 12” of any landing craft, but no more than 6” from the waterline. The Australian player must deploy his entire force anywhere on the table within 24” of the western table edge.

SPECIAL RULES

AMBUSH

Any Australian unit may begin the game in Ambush.

HIDDEN SET-UP

Any Australian unit may begin the game Hidden using the rules in the Bolt Action rulebook.

DUG-IN

Australian units may be Dug-In.

CAUGHT UNPREPARED

The Australian player may open fire with any of his units before the game begins. Shooting is resolved as normal, but the Japanese player may not elect for any of his units to go Down. Any units which fire in this manner are no longer in Ambush or Hidden. Due to the attackers being backlit by fire on the far shore, all Australian units can add +12” to their night vision.

NIGHT FIGHTING

The landing at Mount Vulcan took place at night, so the Night Fighting rules (Bolt Action rulebook, p.219) are used.

BARBED WIRE

Barbed wire rules are found. Wire cutters may not be taken.

OBJECTIVE

The Australian player must hold position and eliminate all enemy opposition. The Japanese player must exit the beach and move inland.

GAME DURATION

Keep a count of how many turns have elapsed as the game is played. At the end of Turn 6, 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.

VICTORY!

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 than the other, that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw! The Australian player scores 3 victory points for each enemy unit destroyed. The Japanese player scores 2 victory points for each unit which exits the table via the western edge.

THE AFTERMATH

The Australian fire caught the Japanese attackers completely by surprise, particularly as no significant resistance had been encountered up to that moment. The soldiers of the 9th Company initially fell back, but then regrouped and advanced in an attempt to breach the barbed wire. Two attempts failed with heavy casualties being sustained and the attack was abandoned with the Japanese force moving south to bypass the defenders.

Ultimately, this sterling resistance would have little effect. With thousands of Japanese troops pouring onto the beaches throughout the early hours of the morning, the fight very quickly became entirely one sided – within hours the men of Lark Force were outnumbered nearly fourteen to one, and the Japanese had support from air assets and naval gunfire. Australian troops were forced back and took to the jungles to evade the invaders. Rabaul had fallen. Similar successes were enjoyed by nearly 4,000 men of the Japanese Special Naval Landing Force who assaulted New Ireland.

Ill-prepared for a guerrilla campaign, the survivors of Lark Force could only hope to continue their retreat through the jungles as they were pursued by Japanese infantry and aircraft. Over 400 soldiers and civilians were successfully evacuated by sea and air, but ultimately it proved increasingly difficult to evade the overwhelming Japanese presence on the islands. Over 1,000 Australians were captured, with some 160 being executed by Japanese soldiers.