Beta 2, On Road to India
FM level played
Prestige start: 6,400. End: 7,300. Net: +1,100
Result: DV at 17/27
Left many units playing at fractional strength or retired from combat to minimize use of elite replacements. Quite a few armour, air, and infantry units at 1 to 5 strength to “elite” up in next deployment.
Played through with 4 core slots undeployed (34/38)
First, should the title be actually “On Road to India” or perhaps “On THE Road to India?” Or “The Road to India?” An article or preposition needs to be added or deleted to make it sound correct. English is my native language; but I do know it's not everyone's, so I do not intend to sound superior. (God I know what that's like - I married an English woman once and let's just say we aren't eagerly going there again). Ok,

:
Amphibious section:
I did not catch that the amphibious deployment zones could not be re-used. (only six deployments/sea transports). Glad I sent an armoured first wave. Albeit survivable, but not balanced. Also I liked the positioning of the light cruiser in the probable landing zone of the amphib group inside the Arabian Gulf. Found it and avoided sending craft onto it. Always feels good to be rewarded for recon. So nice touches here to keep you on your toes and switch things up a little. This was good work by the designer.
In general:
I expected this scenario to be a bit boring after scanning the map, but I had hopes given the mountains and terrain to canalize combat and tactics. And it worked well. My landing east of the Straits of Hormuz was with three strong Panzer units; I came within a hair’s breadth of losing a very good Tiger unit to the Fireflies there. (side note: I don’t question the Firefly Sherman’s ability to do damage, but I do question the Tiger’s 88 and Panther’s 75 ability to return harsher damage on the Sherman’s inferior hull and armor. The exchange ratio is not realistic.) Harsh fight there.
This turned into a great scenario because of it developing into a classic Blitzkreig of pushing armor ahead and leaving infantry and arty behind to take individual AT and infantry units holding good ground/objectives. The enemy air did lots of damage in the first half of the game; I retired two air units badly damaged, and relegated two very good infantry and one armour unit to the “clean up” of the bypassed opponents. It was costly (in my conservative perspective).
The diversion group was a nice touch, though no victory objective they could threaten. I ignored them to apparently no ill effect.
The airfield at 54,5 spawned a Tempest at turn 16 even after I had taken it. I was in the process of air-landing a GJ unit on the airfield I already possessed. The Tempest mauled the mountain unit to 1 strength. I don’t think “taken” fields should be spawning new units? This happened also in Palestine at a base and I think uran21 was going to fix it in that scenario. Hope it applies here, too.
I thought at the start I'd find the scenario boring. But the terrain and defenses made it worth working for. Still, it was won with a DV 10 turns early and with several units undeployed. I'm a savvy player, but do not consider myself a "master." Maybe fewer turns or a stiffer defense? but overall, this was a good scenario.