marcuswatney -> RE: Malaya Map (1/31/2008 5:53:36 PM)
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This is a magnificent effort all round. The vast majority of my comments that follow are just nit-picking of no significance to the play of the game, with one exception and that is Burma. So I'll hold back the rest to another post and just focus on that sad country.All comments refer to Post 51. Oil: We've agreed the oil is at Yenangyaung. On my maps, Yenangyaung is one third of the way from Mandalay to Rangoon (so, one third of seven hexes). Where it is placed at the moment is the point that Slim debouched onto the plain in Extended Capital, surprising the Japanese by capturing Meiktila rather than Mandalay (and where the INA had their moment of 'glory', surrendering promptly without a fight). I recommend that the oil be positioned in the hex with the letters 'awaddy', that the rail-line loops around to it from the hex with the characters 'W)', that the river go around the other side of the hex so that the oil is on the east bank, and that that oil hex be designated jungle. The hex west of Mandalay becomes clear. Imphal-Kohima: I haven't played WiF for some years, so all my next comments come with the caveat that of course we must be mindful of play-balance when it comes to a Japanese invasion of India. The problem is that the topography at the moment doesn't present players with the problems faced historically. There were only two routes into India: along the coast or via Imphal-Kohima (for the Allies, the third, the Ledo Road, wasn't finished in time to greatly influence the war). Imphal is a plain where you don't expect a plain to be. It was reached only by a single all-weather road from the rail line via Kohima. The all-weather road continued south a bit, then petered out, becoming merely a 'fair-weather road' (= muddy track). The Japanese 'invasion' of India was actually only a spoiling attack at corps strength ('Army' in Japanese inflated nomenclature) to mess up British preparations for their own attack on Burma. While the main force attacked Imphal from the southeast and east, one Japanese division struggled through the jungle to cut Imphal off from its railhead by seizing Kohima. Slim's brilliance was not to run away as the Japanese expected but to let himself be surrounded and besieged at Imphal, supplying the entire Corps by air! Thus the Imphal hex needs to be a clear hex capable of basing aircraft (there were at least four airfields dotted around the plain). The Japanese ran out of supplies faster than the besieged British and so were defeated. So the impassable hexsides need to be repositioned to create a corridor from the word Chindwin, to one hex west, then one hex northwest (to Imphal), then one hex northeast (to Kohima) and finally one hex northwest to the rail-line. Thus Imphal should be made attractive to both players as a plain, counterbalanced by the circuitous route ground troops have to take if they are to take advantage of it as an airbase. Chittagong: At the coast, the Indian-Burmese border curves southeast, so I recommend that the hex with the letters 'Arak' be Indian. This is where Cox's Bazar (sic) was, the place British troops assembled for the thrust into Arakan. The next hex along the coast (Akyab) is especially interesting. It was full of swamps and small islands, where the British and Japanese fought each other in small boats at very close range, very much like the Mekong Delta in the Vietnam War. So I recommend it be reclassed as swamp. Indian oil: Just off the map, north of Naga Hills, near Ledo, was an oilfield, one of the reasons to start the Ledo road there (they laid a pipeline alongside the road).
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