Finished a solitaire game of Hobby Japan's Malaya/Burma on the weekend. The Japanese failed to make it all the way to Singapore at game's end but probably would have been at least ready to assault it within a turn or two. At this point I clearly have not sufficient information about balance to judge (and I know I played some rules wrong partway through the game), but I liked what I saw. This is a fairly well-known collector's item that has not seen a re-release like some other Hobby Japan stuff (in particular Pacific Fleet, an excellent game). It was actually hard to find opinions of it, so I never paid much attention to it until I found myself with some other Burma games last year and wanted to compare, so I went after a copy. The components are OK - think Victory Games. Would have been colourful in the 1980s but look rather unprepossessing now; the air maps are a little plain. However, all quite functional. The sequence of play has an air phase where first one side, then the other flies missions (the order is determined by dieroll), then the Japanese move and fight, and then the British move and fight. The game has an unusual combat model in that in each player turn, there are three rounds of combat, any of which the attacker can leave out if he so chooses. After each round, there is a retreat and advance phase. At first glance, the CRT is one of those largely bloodless ones (it has only morale checks and "hits" but you can take any hit result as a retreat instead of a step loss) which I normally dread because they tend to produce really wacky tactics. (And in the S&T Singapore game, which I really liked and played a lot, it proved to be the game's undoing as far as I'm concerned since we found a good Commonwealth player can always shut down the Japanese with a "carpet" defense in depth.) However, it turns out to be not so. The trick is that (a) retreating is dangerous - you roll a die and on a 6 take a step loss; retreating into roadless terrain, over rivers, or through ZOCs each provides a dieroll modifier; (b) failing a morale check costs you a step; (c) the game distinguishes between combat (inf and armor) and support units (arty, engineers, AT and AA), and if all combat units in a stack die for whatever reason, the support units also die. So a "two morale check, two hits" result may well see a five unit stack formed around a couple of weakened infantry units evaporating as both fail their morale and then lose steps in the multiple retreat dierolls. Makes for a bit of extra dierolling, but gives a good narrative and teaches you that sometimes it's better to sit and take the damage. This is one of the few games that enable you to really see "a retreat turning into a rout". However, another wrinkle, this time in favour of the defender, is that the advance after combat is not automatic. If you attack in one round and the other side retreats and you fail your advance dierolls, the defender may break contact and you will not be able to use the second combat round. In the first round, the attacker cannot use artillery, and artillery cannot advance at all, so if you attack right away and push the other side out of its position, you will not be able to bring your artillery to bear at all. (Conversely, if you advance after the second round, your artillery again will not be able to advance and probably won't participate in the third round.) What does that mean? Well, in play you will find that this is actually a rather elegant way of having a distinction between hasty attacks (if you attack in the first round), prepared or follow-on attacks (if you attack in the second), and exploitation if you manage to stay in contact and attack in the third. Clever! It also means that if the defender tries to make stand and fails he might be bowled back four or five hexes in a single combat phase, depending on how combat and the Japanese advance dice work out. The Japanese (the usual attackers, of course) on the other side have the problem that loss results can turn up even at high odds and rolls - if you try to conserve your force by retreating after a failed attack, you will lose contact and the chance to push further in the other combat rounds. The CRT itself is differential-based (like the S&T Singapore one) but seems to work fine; the dieroll modifier based on the morale difference is typically as important as the strength difference, and can increase based on the presence of support units. If you attack with infantry, tanks, engineers, and a flanking amphibious assault (each a +1 to your morale) you can get quite boost. The effect of ground support aircraft is to reduce enemy morale by 1. ZOCs are flexible, you simply pay 1MP to enter and exit them (and therefore +2 for infiltrating from one to the other). You can double your movement allowance if you stay out of ZOCs the whole turn. This is one aspect I'm not quite sure about at this point - all units have a movement allowance of 5 and that means that if the CW player falls back five hexes per turn, he will actually make it almost impossible for the Japanese to come to grips with him until very late in the game. On the other hand he will have run out of retreat space and the multi-round combat system can be quite ferocious in such situations. We'll see. Apart from combat, the other (and probably most famous) special aspect of the game is its detailed handling of air operations. There is a separate map with megahexes showing the airbases and on which you place planes as they fly missions. (The megahexes are about 100nm in diameter which gives some ideas as to how this game could be tied into the Solomon Sea system.) Missions include bombing of airfields, bombing of convoys, ground support and of course escort and interception missions for fighters. I found combat to be rather unbloody in terms of outright elimination (we are talking squadron counters in a game where turns are multiple days so this is fine). Typically what happens is that a unit is disrupted which is a hard state to get out of, so they hang around for a long time doing nothing and if you manage to bomb the airfield and disrupt them again, they are eliminated. The air game is interesting in that the Japanese have to slowly leapfrog to airfields in Malaya to stay within range of the advancing front, and it seems at this point that judicious use of their planes gives the CW forces the ability to stay in the game until near the end. (Since as the Japanese side, I focused on protecting my bombers over Malay, as the CW player I even managed to plant some torpedoes in Japanese transports using the Vildebeest units...) Squadrons show the unit type (the arrival of the Hurricane squadrons is a relief) and there's also a B-17 flying in from Surabaya, although typically it will only be available for one turn. The main drawback of the game that I see, and I consider it minor, are the translated rules. They are set in a fixed width font that is hard to read and they are unnecessarily hard to use as a reference since the rules include, for unfathomable reasons, a basic and advanced airgame. The basic air saves about 1/3 of the air counters and a single counter rating but the advanced game is not actually that complex and I used it from the start. In fact some of the combat resolution is simpler. They could just have left out the basic game. So, as a Malaya game, with the caveat of limited experience, it seems to work fine. Not only that but at this point I like it best among the Malaya games I've played. I'm not sure if it's Singapore done right but it's definitely Singapore done better. I hope that holds up and I look forward to trying it out on Burma. The air game there (with Lysander squadrons for ground support!) promises to be interesting. Markus Last 3 games played: Talavera, Red Sun-Red Star, Malaya/Burma --------------- http://www.dbai.tuwien.ac.at/user/mst/games/ --------------- "Bakayaro! Bakayaro!" ("Stupid Bastards! Stupid Bastards!") -- Admiral Aritomo Goto's last words to his staff, October 11, 1942 _______________________________________________ Consim-l mailing list Consim-l@mailman.halisp.net http://mailman.halisp.net/mailman/listinfo/consim-l