Nemesis: Burma 1944
2018
Designed by Kim Kanger
Published by Banana Games, Legion Wargames LLC
designerquotnemesis spirit divine retribution succumb hubrisquotwhile burma backwater ww contain colorful character war background thatgeneral stilwell despise british chinese current american marshall leadership want fight japanese chinese troop burma china roosevelt have interest rebuild british empire time incapable see chinese kuomintang regime fascist want sack stilwell repeatedly report chinese incompetence corruptionchiang kaishek interested get hand valuable lendlease supply send stilwell hate fight japanese keen put chinese troop stilwell command burma trained possibly turn chiang accept stilwell open supply route china againchurchill interested burma want focus singapore mountbatten supreme commander india burma want attack burma amphibious assault south instead wingate think certifiably insane want land special train brigade middle burma reconquer southeast asiageneral slim rude querulous colleague stilwell wingate flamboyant chief mountbatten hopeless incompetent chiang kaishek want defeat japanese north retake rest burmain meantime japanese outnumber hardly supply say quotenough enoughquot attack work time japanese hubris meet slim good british general ww west stilwell train hard fight chinese troop north wingate chindit brigade middle chinese yunnan soldier chiang finally let loose take heavy casualty invest japanese east time ferocious battle japanese meet nemesis end utterly defeatednemesis feature quotopen game turnquot system game turn consist phase assault unit quotoverrunquot attack supply check reinforcement phase draw chit know order appear exception chit game turn choose draw chit previous game turn player set phase chit turn draw game mechanic easy master game play notthe quality unit important feature basically affect aspect high quality edge combat decide kind zoc unit able exert quality decide long unit supply attrition strike capable unit operational quotdouble movequot zoc nonexistent prevent enemy unit conduct operational move important unit position especially uncertain phase remain playedthe game feature quotactive combatquot system combat result step loss probably retreat result step loss straightforward retreat result enforce attacker usually problem high quality unit unit less quality pay step loss order defender decide retreat resist stay take step loss depend quality attack japanese player option drm favor attack defense come pricefinally layer victory point system satisfaction point track player point actively acquire give usually local commander point actively acquire opponent deduct game turn track long enemy control usually displease superior thing opponent receive one deduct game turn opponent track etc end commander prioritize depend current situationnemesis high replay value love tense game action game allow ponder possible quotperfect opening movesquot game
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