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Pete Atack
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Tiger of Malaya » Forums » Reviews
APLs Tiger of Malaya
Just a quick run down on the goods...

Components. Solid across the board.

The counters are largely NATO icons with a pretty decent setting and background art specific to each nationality (and there are several). The background art is also a bit of a (minor) hinderance in setting up the game as on some Allied counters, the unit designation blends in with the background artwork. As for the counter mix - the vast majority are specific / designated units, many represented by 3 counters (full strength, and two reduced strength sides), but there are several breakdown counters (breakdown battalions into companies), game markers, and activation chits.

The map will no doubt draw mixed accounts. It does a very good job of portraying the jungle environment, but the neon looking swamp hexes do poke you in the eye at first glance (from my experience - once you get into the gameplay they do begin to 'fade' into the map a bit). Other than that, some of the town names can be a bit tough to read (no real bearing on gameplay) but everything on the map is pretty easy to find and recognize.

The rules are short in length and brief in verbage. Pretty straight to the point and very little chrome (most of that is provided by some key engineering rules) is added onto the system. You should be able to read and start playing in no more than an hour. Some parts do seem odd in the layout - but when the rule are just 8 pages, I can't say it is an obstacle (more of personal preference).

Playaids - there are several setup charts which will speed up setup and placement of reinforcements (each scenario has its own set). They are well done on a heavier paper stock so they should survive being sifted through. I would like to have seen one list out the specific actions for activations to avoid checking the rules, but they become pretty second nature a few turns into the game.

Gameplay

Overall I'd say it moves pretty quick and with few hitches to delay play.

It is a chit driven game with each turn having a varying number of Allied and Japanese chits (modified by weather from a base number). The Japanese virtually always have more chits, but the random draw can give you a multitude of activation results. Each chit also gives you differing & limited options ranging from movement, to combat, to a host of engineering and recovery tasks. With any chit type game - things can get ugly for one side if the opposing side pulls several chits after one another, but so goes warfare...

To touch on the basics : movement is fluid for jungle capable units (mainly the Japanese but also some Australian units and other Allies) as the movement cost is lower for them (as are ZOC penalties) and punishing for conventional units caught off the few roads. Yes - you will see swarms of Japanese units bypass and isolate your Allied battalions...

Combat is odds driven & terrain effected. Very few modifiers (air power, armor, and attacking from many hexes) to worry about; the CRT impact both sides, but allows the defender to retreat as part of his loss. Artillery can seem plentiful for the Japanese, but ranges are short and it can be tough to get units into place in the early goings as things are prety mobile.

The ebb and flow should see the Japanese moving quickly to outflank Allied units while the Allies try to pull back to a line somewhere (it takes a lot to hold a line due to the jungle capable units). If the Allies can dig in and pull the Japanese into a conventional fight, the hope is that a reinforcing Australian division will arrive and bolster the line (historically it never showed). To avoid this the Japanese must push hard, assume some risk, and stretch the Allies out.

The downside to it all (from a gameplay perspective, not a historical representation aspect) : if played strongly and the chits are falling into place, the Japanese can come off as looking vastly superior and very quickly put the Allied player into a position where by the time 50% of the campaign scenario is played, there may not be much spirit to keep playing. Added to that, it can be very difficult for the Allied player to get in too many "big attacks" - but if playing right, the Japanese player should, at some point, leave several companies hanging out on the limb for the Allies to punch back. As such, I think the replay value may suffer with some folks if they get battered.

In the end - it's a nice addition to a big part of WW2 that seems to get little attention in game production.
Tom Scheuer
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Hey Pete,

Thanks for your nice review, so soon after the game's release. What do you think of this game compared to other games you have played that were produced by APL? I have a strong love-hate relationship with their games: I always want to like them, for their focus on interesting subjects and nice game mechanics, but more often then not get hit in the head by the sloppy rules editing and the bland mapwork. Do you think ToM breaks with APL's more or less spotty track record?

Cheers,
Thomas
Pete Atack
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Hi Thomas,

you and I have the same feelings toward APL then (subject matter can be interesting, counters usually look great, map can be frightening, and rules have some 'variety').

In general comparison to the other games I have played from APL, this is about at the top and it stands a chance of seeing more table time (Eylau is also very nice & the Rome at War stuff is good, but over-simplified in my mind).

The rules here are far more on target than others I have pushed through - and I think much of it is that they decided on simplicity with this game and layered the rules to match (i.e. nothing complex in the rules that are cheaply worded to fit the 8 page rule format). So far I only saw one small piece of errata (the reinforcement hex) and one quirky wording (on the armor factor) situation - but thankfully none of it slowed me down on has an overweighted impact on gameplay.

So to me - on first pass - this is indeed an improvement. Given time, I'm sure someone else will disagree! :) This also fills nicely in where some may not want to mess with OCS Burma (time or system constraints), but still want a land war experience in Asia.

As a side note and from a consumer standpoint - I am a bit surprised that this is running at $60-65 from APL. If I had not preordered at about $20 less, I'm not sure if I'd drop $60 on a 1 map, 2 countersheet game. Take that for what it's worth as part of a complete review (it does not make me think less of the game itself, just on how I would acquire it / look for a deal).

thanks!

Pete
Last edited on 2007-03-22 10:50:07 CST (Total Number of Edits: 1)
Aaron Silverman
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Nice review, Pete!

The reason for the high price is that it's a limited-run "Classic Wargames" line title. Which is kind of a shame -- based on the positive reaction to the game so far, they probably would have managed to sell plenty with a normal print run at a more usual price point.

$65 buys an entire 4-issue subscription to ATO magazine, and their issue games sometimes have as many components as Tiger of Malaya!
Tom Scheuer
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It's a shame that APL does itself this major displeasure. The word about this game (and probably also their Bitter Victory to lesser extent) is quite alright but as Pete said, the price is comparatively very high. I would be very surprised if it will become the hit it probably should have become (if you follow my patchy English :blush: ).

But, all in all, the quality of their games is improving and that is a good thing. Now for a free remake of their gruesome Strange Defeat-map!
Bill A.
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Nice review, Pete.
Just one question--once you opened your copy of the game were you assaulted by a strong chemical smell? I was thinking maybe it had something to do with the map, because I never had that experience with an Avalanche game, let alone any other wargame!
Pete Atack
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Aaron - I had heard that before in regard to the high price, but unless they only made 500 copies and they are numbered and signed (which I assure you they are not! :cool:) I think that the cost is a bit high. Regardless - I'd hate to drag myself down that path of debate as the price is what it is. I'd just recommend bargain hunting before dropping $60+ and shipping costs.

Bill - I did notice a small odor, but thankfully not enough to make me think I was in the trenches in WW1! :yuk: My guess is the same as yours - the map.

Speaking of which - mine had some extra fold / crease that looks like someone tried to fold it then realized it was incorrect and refolded it. Nothing that ruins the map - it just caught my attention when I went to refold the map and put it away after playing.

I may have to try it again in the near term, but with the Australian reinforcing division (scenario 4 I think).
Mike Windsor
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I ran some number of other games to try and get a feel for what you get for the money. Here's the link to that forum thread. http://www.boardgamegeek.com/article/1406841#1406841
Charles Stampley
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Pete, nice write-up. I like Pacific war, but am a little gun shy with non-naval Avalanche games. This one sounds good. 60 bucks is steep though. If you are looking for an opponent in a couple of months I would try this one with you. Have you had a look at They Shall Not Pass?
Pete Atack
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Yeah - I think this one holds some replay value for me. When you are back in this neck of the woods we can get this on the table.

They...Pass : I've only looked over some comments on here and CSW. None of the comments seem negative so this may have to go on the list also (I'm assuming you own it?).
Pete Henninger
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Goog job Pete. A tempting purchase. I have zero APL experience but maybe this might be a first.

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