The compound needs the width.
Before first light, the police station on the Muar River comes under attack.
Defend the station.
You aim and fire yourself. The section holds the compound on its own.
A dramatised interactive interpretation of a historical event. Map layout, characters and gameplay statistics are fictionalised abstractions.
Your orders. Hold the station for five minutes, until first light. The building has its own structural integrity — if it is destroyed, the position is lost.
Your section. Constables hold the sandbag posts at each gate. They shoot, they take casualties, and they cannot be replaced. Support them.
The enemy. Communist insurgents advance in waves: riflemen fire from cover, rushers cut the wire and close to hand, marksmen shoot from the treeline.
Fire. Attackers who reach the walls will try to set the attap alight. A fire eats the station's integrity until it is put out — run to the flames and hold SPACE. Leaving the firing line to do it is the hardest call you will make.
Ammunition. You carry what you carry. The section's crate sits on the station veranda — stand at it to fill your pouches. Its stock is finite and is only made up between assaults, so every burst is spent from somewhere.
Scoring. The run is graded at the end, win or lose: attackers accounted for, the rounds it took to account for them, the building, the section, the fires, the time held. RECRUIT aims and fires for you, so it scores at 0.6×.
The compound holds its breath.
On 23 February 1950, the police station at Bukit Kepong in Muar, Johor, was attacked before dawn by communist insurgents during the Malayan Emergency. A small number of police personnel, together with family members and auxiliaries present at the station, resisted the assault. The station was overrun and burnt, and many of its defenders were killed. The events are commemorated in Malaysia as an act of duty and resistance.
This game is a dramatised interpretation, not a documentary reconstruction. The map layout, the wave structure, the ten-minute clock, the individual characters and every statistic in it are gameplay inventions. In particular, the "survive and hold" victory condition is a game objective and does not represent the historical outcome. For the actual history, consult published historical sources.