52 - Operation Ichi-Go
In mid-1944, despite their rapidly deteriorating position, the Japanese launched a massive offensive in China. They had three objectives:
• Open a land and rail route across China to their southern conquests in Indochina and the Dutch East Indies (and bypass the US submarine blockade along the Chinese seacoast), and;
• Eliminate all the US bomber bases in China from which B-29s were targeting the home islands, and;
• At a minimum, severely degrade Nationalist Chinese capabilities and best case, maybe even knock the Nationalists out of the war.
Operation Ichi-Go (“Number One”) was the largest ground offensive in Japanese history, with 500,000 troops, 800 tanks and massive logistics and artillery support. They used their tanks in armored divisions – the only time in the war they deployed such concentrations.
Ironically, Japanese armies reached the goals that they set, but US airpower prevented them from using their land route to any great extent, and US victories in the Pacific gave the US plenty of other airbases to attack the Japanese mainland.
However, the offensive made a huge difference to postwar Asia. The Nationalists lost important territory, including scarce industrial capacity and rice-growing areas vital to their economy. They also lost military prestige and an enormous number of troops, perhaps as many as 750,000 casualties, weakening their ability to fight the Communists. And fatally, in order to do the offensive, the Japanese emptied Manchuria, leaving defenses against the Soviets there very weak, and from areas in China where they had been containing Communist guerrillas, creating a vacuum that the Communists quickly filled.
This two-player game has one side commanding the Japanese, and the other the Nationalist Chinese. A “what if” option allows for the exploration of the potentials of a massive US invasion on the Chinese coast (Operation "Causeway"), one of the many approaches the US considered before finally deciding to invade the Philippines instead.
There is also a solitaire option where the active player player takes the Japanese side against a Nationalist Chinese side run by the system.
The game features nine monthly turns; units of maneuver are IJA (and US) divisions, with individual Chinese units varying in organizational size from divisions up to army groups. Most Chinese units are "untried" and only reveal their true value at the moment of combat.
Ichi-Go and issue #52 of ATO:
Map - One full color 22" x 34" mapsheet.
Counters - 252 full color die-cut pieces
Rules length - 12 pages
Charts and tables - 2 pages
Complexity - Medium
Solitaire suitability - Good
Playing time - Up to 4 hours
Design - Ty Bomba
Development - Steven Cunliffe
Graphic Design - Mark Mahaffey
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Six Days of War, designed by Paul Rohrbaugh, examines the event of 50 years ago where Israel launched pre-emptive attacks against the neighboring Arab countries that had vowed to destroy her… and won. It changed everything. And yet, it also established a kind of stasis in which little seems to have changed in those subsequent 50 years. How can that be?
It was a war fought with a mixture of weapon types that ranged from the very latest jets to leftover WW2 equipment… yet reached a decisive conclusion in less than one week. With today’s “little wars” that drag on year after year, the idea of a real conclusion in just a week—with a declared winner and losers—staggers the imagination.
Six Days of War comes with 180 full color, die cut counters representing Israeli and the various Arab states involved in the fighting, with a 22" x 34" color map divided into THREE distinctly different battlefield areas, covering the Sinai Peninsula, the West Bank, and Galilee/Golan. Ground units are mostly brigades and regiments while air units (with extensive coverage of the many plane types) represent 24 to 36 planes. Each full game turn equals one day, with 10 turns as the maximum possible time.
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