Was able to get through about 12 turns of Bloody Buna before I left for latest elder-care iteration.
It’s easy to understand why the response to this game was muted. Supply is everything, and there isn’t enough of it. Unlike many games where new supply counters are generated every turn, or MSRs linking supply sources to units are lengthy and developed, this game has short MSRs (2-4 hexes), and a very limited number of supply counters.
The result is the need to accept attrition die rolls as the cost of conducting business. While Allied units can huddle in defensive positions near supply sources, they will have to conduct operations far from these sources in order to win. The Japanese face a dwindling level of supply as the campaign progresses, and will have to hold on to their gains in order to eke out at least a marginal victory.
This isn’t the Western Desert. No booming and zooming.
So far, the Japanese were able to advance to Kokoda, eliminating Australian units that were tasked with a delay/defend mission. However, the Japanese are now on half-supply.
Another Japanese force moved east of Buna to cut off Allied forces that had moved west from Milne Bay. Again, both sides will soon be out of supply and subject to random attrition and accompanying loss of combat power.
I’m charmed by this game, if only because of the limitations created by factors taken for granted in so many other games.
Here’s a couple of bad pics depicting the Japanese attack on Kokoda, and the situation when I left. Number chits indicate supply turns remaining.