From: Doug Murphy <dmurphy@wppost.depaul.edu>
Subject: Review: Derrota en Birmania, Campanas 1942 y 1945

Defeat in Burma is the game from the Spanish wargaming magazine,
Alea #20 and contains scenarios covering both WW2 campaigns in that
land, the Japanese invasion in 1942 and British riposte in 1945.  Units are
mostly battalions and regt. in '42 and brigade and div. in '45 but this
difference has little game effect.

This is a nice little simple game, with components about the 80% of an
S&T or Command.  The 100 counters are used for both scenarios, unlike
what the rules say, the "front" sides are for the '42 scenario and "back"
sides for '45.  The glossy 11x17 game map covers Burma from the Thai
border to India and China and is done in an abstract style with different
color hexes for different terrain types.  Each hex is about 25 km.

Interestingly, terrain doesn't play such a key role in the game.  Attackers
are halved across rivers, and as the map is cut near in half with rivers --
this is where forces make their stands.  However, there is enough clear
terrain in Central Burma for the Japanese to move into Rangoon and up
the Rio Chindwin to Mandalay and points north.  A bit more difficult for
the Allies to push the Japanese back in the mountains near India, but
jungle and the other terrain types have no effect.

Sequence of play is traditional for each side: take reinforcements, check
supply, move, fight air units, other combat.  Units have generic movement
allowance by type.  The CRT is fairly bloodless with only 24 results, with
only 9 resulting in a unit loss, although a player can choose to elim. a unit
rather than retreat.  Air units are generic points but with 1 point units
with little a/c silhouettes.  One rolls a die twice per committed air point to
see if units are retired or eliminated w/ surviving points added to the total
combat factor.

There is strategic movement (MA doubled if not in enemy ZOC) and
unlimited (though for only 1 bde-equivalent) rail movement.  3 inf./ armor
plus 1 arty can stack.  Combat between opposing units is mandatory.
Eliminated units are pooled and 1 in 3 of the same type return to play.
Supply is traced any length of hexes to friendly cities.

The most interesting concept is the use of "leader" or HQ units.  Units
must trace an LOC a certain number of hexes back to their div. HQ which
must trace back another certain number of hexes to their army leader.
OOC units cannot enter enemy ZOC and must retreat automatically.

There is some nice chrome --  Chinese units (and a Stilwell HQ counter)
in '42 which can stage around in the north.  The Burmese army in '42 can
desert. Burmese cities can revolt.  (There is a record sheet for both air
point allocation and cities in revolt but I've never seen it used as counters
are provided for both air units and cities in revolt.)  In '45, the Allies get
an OSS and commando units (Chindits) and paratroops.  There are also 2
flavors of arty units (heavy and field) which are useless by themselves
and must be stacked w/ friendly units (hence slowing down your
column)

You win by capturing cities and certain rail lines.  Altogether, the hallmark
of this game is simplicity.  It does allow you to ponder different strategies
and with two scenarios, both sides get to attack and defend.  Should the
Jap. in '42 go straight for Rangoon and then up the rail lines to Mandalay
(crossing 2 sure-to-be-heavily defended river lines) or go for the Indian
troops around Mandalay and then either south to the capital or north to
India?  The Allies get to have fun w/ their commando and paratroops and
even get an amphib. invasion in late game during the '45 scenario.  A fun
little game with hardly any rules (I think 4 page total and then scenario
instructions) on an infrequently-gamed theater of operations that is
playable in an evening.   The other Burma games at the operational level
I've played mostly bog down in supply rules (albeit historically).

Doug Murphy