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Operation Ichi-go: Japan's Massive 1944 Offensive Across China box art

Operation Ichi-go: Japan's Massive 1944 Offensive Across China

Players

1-2

Time

?-?

Age

14+

Weight

3.67

Rating

7.06

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation as players mainly focus on individual objectives. Overall, the game offers a good level of player interaction.

Replay value

The game offers a high level of variability with a diverse gameboard, multiple paths to victory, and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The strategic depth allows for continuous improvement in strategy and the discovery of new tactics. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Operation Ichi-Go: Japan's Massive 1944 Offensive Across China has a strong replayability score of 7.8.

Luck profile

The final luck score for Operation Ichi-Go: Japan's Massive 1944 Offensive Across China is 4.67. This indicates a game that has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

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 set of full solitaire game rules inside (by Steven Cunliffe) where the active player (as Japan) competes against the Nationalist Chinese side run by the game 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. —description from designer Ty Bomba Also includes a complete solo game using the same components designed by Steven Cunliffe, with the player commanding the Japanese attack against an automata Chinese defender.

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Credits

Designers

2
Ty Bomba Steven Cunliffe

Artists

1
Mark Mahaffey

Publishers

2
Against the Odds LPS, Inc.

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