Just finished "Burma Road" and wrote a positive review on "Steam".
Nevertheless I wasn't totally happy with the way "Operation Longcloth" was designed. Details are in the review, I'll paste below.
I'd appreciate some feedback very much, especially regarding "Longcloth"...if anybody felt similar about it, if the suggestion with the supply stashes could be something for future scenarios in your opinion, etc. - Thanks a lot!
" I found "Burma Road" to be a very interesting campaign - an do strongly recommend it to friends of this series!
To me it appears well balanced and somewhat more forgiving than campaigns like "Winter War" or "Panzerkrieg". You'll get your chance to build up a strong air element and you will be able to fight for air superiority in every scenario from "Z Force", the second one, on.
There are also enough ressources provided to assemble formations up to the CP limit while maintaining the experience levels.
And you'll be deployed in operations, that won't confront you with the most intense combat - so some recovery is possible during the campaign.
I liked the storyline of the campaign very much.
You'll start out with a small British force while Imperial Japan launches an overwhelming offensive in the region.
For years you'll fight in operational delaying actions against the Japanese, evacuating Commonwealth troops as effective as the situation allows, while losing Singapore, losing Rangoon, falling back towards the Indian border.
You'll be instrumental as the "Quit India" movement is supressed, which may be marking a moral low in a way, but serves to firm your force for early offensive attempts in 1943.
You'll experience some long range reconnaissance/infiltration operation with Orde Wingate and the Chindits in Central Burma, before you can establish a sufficient logistical base to launch a full conventional offensive to cross the Irrawaddy River and reconquer Rangoon.
I'd like to discuss two scenarios I had to restart once...also read in the forums that other players saw them controversely, too.
One ist the last one, where Rangoon is retaken.
Like other players I found that it affected the immersion. You're confronted with a superior mechanized force, including several prototype armored regiments. This force is defending RANGOON in the spring of 1945...and, used offensively, would suffice to force your corps out of Burma. That appears strange at this time in this setting.
Nevertheless this can safely be won. The key is to isolate RANGOON city from the surrounding region, use aerial reconnaissance to detect the mechanized troop concentrations that will be used for counterthrusts - and to to destroy all of them them piecemeal. Finally a pincer move via the eastern and western road bridges is possible to assault the city center. Then the Japanese supply situation and combat efficiency will be so dire, that you won't encounter much resistance.
Another scenario, "Operation Longcloth", appears more problematic.
In fact I won it by engaging a Japanese pursuing force in a rearguard action with half of the Chindit formations. The Japanese crossed a riverline, where it was possible to destroy them in a mainly static defense with infantry and AT support. That secured the own supply base which would've been overrun else - and would've put own forces out off supply, immobilized them, rendered them unready for combat, etc.
But I strongly felt that this must've been a strange approach to that kind of operation.
Would've expected that I was to evade the pursuing force, force march, do hit-and-run style actions, and so on.
Anyway, the Chindit scenario is a good and a very interesting idea! - That concept should be developed further for this series. I'd like it, if commando actions, long range penetration and raids were depicted in coming DLCs.
I do also think that the necessary mechanics are already available to solve this better than in "Longcloth".
Maybe extended unit supply stashes could be the key.
Perhaps they could be refilled when airdrop zones are reached.
That way supply stashes could provide units with a limited time window to perform combat actions and reach another LZ to resupply (all while being cut off from a regular source, simulating a situation in which airdrops are the only means).
That would force the player to carefully plan a time schedule, achieve his goals swiftly, limit combat to the necessary, move fast, evade pursuing forces.
I'd personally like something like that very much.
Overall "Burma Road" is a great design and a rewarding experience. "