An interesting conversation in BGG is yielding some challenges with the rules, well specifically the Victory Conditions. Certainly not a game killer , but for those new to the system, this is a bit daunting.
Option “4.5 Hang Tough” mentions the extra road engineer.
between road-building and airbase
construction to bear in mind. A) It
costs 2T (not 1 SP) to improve a hex of
the Ledo Road. B) Road construction
requires an engineer with “road” on
the counter, and both it and any
supporting engineers must be
stationary and in the actual hex.Engineers working on a road hex must
be stationary and in Combat Mode.
Note that it is possible to build more
that one Ledo hex in a Movement
Phase, as long as each is connected to
an existing All-Weather Road (maybe
extended earlier in the phase) when
the construction attempt is made. [editor aha! so perhaps two a turn is sequence is ok!]
to fulﬁll the Mandalay condition
without the optional truck units (4.5).
It is also virtually impossible to
complete the Ledo Road in the game’s
time frame. [Editor Note No. It is impossible without 2 hexes a turn, not virtually! ;)]
conditions, the Ledo Road’s goal is to
connect with the all-weather road near
Bhamo; building the road so it exits
east somewhere like A62.18 or A62.22
does not result in Allied victory.
So are these routes eligble:
As the OP asks is it possible for 2 sections of road per turn to be built? 3.9 says “existing’ all weather road.
If I roll for one and its a success, then the next roll is therefore next to an existing all weather hex….ahem…well sort of….OK.
fine. [editor- so from the above yes you can do this]
If the track is usable then shortest route is 46 turns in 41 turn scenario for campaign #2 or 45 turns for campaign 1.
Assuming I counted correctly. = 46 hexes is the shortest route.
[however the orange route above is a non starter. In essence the modifiers make it impossible to lay the Ledo road thru mountainous terrain…ok.]
PLUS BAD WEATHER…. BAD rolls…..
Why is this in the game?
What am I missing here?
This is actually not in the errata. I would have thought a VC for a campaign would be picked up as an important error?
The whole section regarding Ledo road should be different if the auto victory is not possible. Thats seems to be major boo boo for such an old game.
What if you jumped in and played 38 turns only to realize your strategy to win via Ledo road was not doable? Or Perhaps in trying to achieve the Ledo road goal you achieve the other VPs as a by product so it all works out!?
So what is the strategy then?
It looks like there are at least 4 players new to OCS (including me ) wanting to know how to play this ‘well’ or at least not make critical errors.
Would it be a strategy to obtain VP’s from Ledo Road hexes in the Myitkyina-Bhamo area?
It would still take 24 turns+ to get to Myitkyina, un opposed, and perfect
rolls. It would feel to me like any VPS to be had there are unlikely. If you capture Myit you have won in any case more than likely as it is worth 20 VPS.
This is nicely balanced however against VPS for the Japs for Ledo road “shortfall” to Myit.
SO ALLIES MUST ATTEMPT TO MOVE LEDO road along!!!
So the Allies must capture Myitkyina 20 VPS – got it! That is on the bucket list already.
They must make sure their 1/2 VP per cutoff of rail matches or negates the Imphal – Dimapur Japanese VPs. So Kohima is critical to maintain control of.
Of the VP hexes – Kalewa and Indaw appear to be a jungle too far (I know nothing of this game yet just my gut feel on ability to achieve from my limited play) Let us assume then that is 10 VPS for Japanese.
It comes down to control of Kohima and Mogaung (10VPS) for the Allies if they want to achieve victory as Kohima also prevents VP accumulation for the Japs via in supply status within range at games end.
Hmm things look tuff for the Allies. If the Japs keep Myit, they win? If the Japs lose Myit they can either capture/ recapture Kohima/Mogaung, and or insert 10+ units within 6 hexes IN supply of Imphal area. Seems like a struggle for the Allies!