India
Posted: Sun May 22, 2022 10:40 pm
We are playing our second PBEM game and India is getting destroyed again. It is only April 42 and almost all their forces are surrounded and Calcutta is about to fall. The Japanese have based about 6 air units who have a range of 10 in Thailand and steadily advanced up the coast using naval support. This past turn they invaded behind Calcutta amphibiously and dropped a paratrooper.
The UK fleet can't intervene because of all the land based Japanese air and lack of oil. Yes I shipped oil to them from the USA but the max you can trade is 10 per turn. In both games more Allied units are getting overrun than retreating. I asked in a previous post whether the overrun rule change had been made for WPP and apparently it has.
What surprises me is the number of Japanese ground and air units that can be supplied considering that Bangkok is a size 4 port and other ports are quite a distance away by road. I know that the further you are from a port the more expensive it gets to supply a unit.
This leads to unhistorical strategy for the Allies like shipping USA ground units to defend India. I built UK Corps as soon as I could and had one ready to deploy last turn but it takes two turns to transport it there. I have another one in the queue. Most of the defending Allied units are only divisions so no ZOC which makes it easy for Japanese units to infiltrate. In my previous post I said that I think supply in jungle hexes should be more onerous than what it is currently in the game. If you look at campaigns like Port Moresby the biggest problem was supply. In this game with the many roads it isn't even an issue.
My friend who is playing the Axis played World in Flames for many years and I've asked him how the Thailand/Burma/India front played out in that game because I know that some of the elements of the two WP games have been influenced by WIF.
The UK fleet can't intervene because of all the land based Japanese air and lack of oil. Yes I shipped oil to them from the USA but the max you can trade is 10 per turn. In both games more Allied units are getting overrun than retreating. I asked in a previous post whether the overrun rule change had been made for WPP and apparently it has.
What surprises me is the number of Japanese ground and air units that can be supplied considering that Bangkok is a size 4 port and other ports are quite a distance away by road. I know that the further you are from a port the more expensive it gets to supply a unit.
This leads to unhistorical strategy for the Allies like shipping USA ground units to defend India. I built UK Corps as soon as I could and had one ready to deploy last turn but it takes two turns to transport it there. I have another one in the queue. Most of the defending Allied units are only divisions so no ZOC which makes it easy for Japanese units to infiltrate. In my previous post I said that I think supply in jungle hexes should be more onerous than what it is currently in the game. If you look at campaigns like Port Moresby the biggest problem was supply. In this game with the many roads it isn't even an issue.
My friend who is playing the Axis played World in Flames for many years and I've asked him how the Thailand/Burma/India front played out in that game because I know that some of the elements of the two WP games have been influenced by WIF.