From: Markus Stumptner Subject: Operation Cannibal (Avalanche) We played our first campaign game of Operation Cannibal this weekend. I had really looked forward to this game: nice map, beautiful counters (the game set up, while small, is among the nicest views in my collection), and a game system that works very well without undue complexity (we are currently in the latter stages of a campaign game of MacArthur's Return, so I have quite a bit of experience with the system). Unfortunately, the game, as it turned out, appears to be fairly pointless. In theory, this game (unlike MacArthur's Return) gives both sides the chance to attack, but the British supply rules mean that their advance down the peninsula is restricted to (on the average) *one half hex* per movement impulse (of each pair of movement impulses, one is used to move the engineer, the other to extend the road, which means the HQs and troops can advance another hex on the next impulse). In other words, it is impossible (and I use that term very rarely, but here this is not a question of tactics or strategy, but fixed choreography by the rules) for the British to catch up with the retreating Japanese until these have reached the most defensible part of the peninsula (at which time it is very likely they will also have fortifications there). Once Japanese reinforcements arrive, the British will no longer be able to advance, but will only fall back slowly, all the time reaping VP's for the villages they hold. I recall Peter Perla posting here some months ago that a British win might be inevitable. That was not our impression. The British numerical advantage will not last until Akyab is reached (in fact, the victory conditions for the scenario that covers the initial thrust will be quite hard for the British to fulfill), and from then on, greater Japanese mobility will continually threaten the British flanks and force them to fall back. But except if the British sleeps at the helm and allows a total envelopment early on, a British *defeat* seems indeed to be out of the question. I find it odd that the VP requirements for a Japanese victory (less than 150 VP) and a British one (more than 400 VP) are so far apart. I wonder if that would be due to an imbalance in the situation, or simply to a lack of interest in grading the victory conditions. Ultimately: pretty much a disappointment. Too bad, as mentioned I like the series. I guess that means I will have to order the one on the Russo-Finnish War next. Markus