28.5.18

Yesterday, December 7th, 1941 - a date which will live in infamy -

... the United States of America was suddenly and deliberately attacked by naval and air forces of the Empire of Japan. - FDR

A review on the game "Day of Infamy" by High Flying Dice Games.

Background on Pearl Harbor:
The attack on Pearl Harbor was planned by Admiral Yomamoto and his staff as part of a series of attacks that hit the Philippines, Wake Island, Guam, Singapore, Malaya and Hong Kong, within 8 hours of each other. Basically it was aimed at the two major naval powers Japan feared the most - the United States and Great Britain Navies. 

Historically, Japan won a major victory, in that they were able to sink the US Battleships (from the 1850' till 1990's, battleships were consider the pride of a fleet. Expensive to build, maintain, slow, and having the largest caliber of gun (between 12" to 18") these ships were the ultimate weapon at sea.).   *Remember this thought as we'll be visiting it again. 

Seven battleships (BB) were at their moorings (i.e. docked) and along with one BB converted into a training ship (USS Utah), all were hit and can be consider sunk. Only two BB's were actually sunk, the USS Arizona with 1,177 KIA and the USS Oklahoma with 429 KIA. All the other BB's was able to be re-floated, repaired and put back into service.  As were four Cruisers, four Destroyers, and 4 Auxiliary ships that were hit.

The USS Pennsylvania was actually in dry dock and was hit, but repaired and returned to service Dec 1941. The USS Tennessee and the USS Maryland were returned to service by Feb 1942.  The USS Nevada was returned to service by Oct 1942. She was hit numerous times after making a run for the ocean and was beached on purpose to keep from blocking the entrance to port.  The USS California returned to service by Jan 1944 and the USS West Virginia returned to service by July 1944.  The Oklahoma was raised and sunk on her final tow back to the mainland in 1947.  And though the USS Arizona and USS Utah were sunk, as much of their armament and equipment as possible was salvage and re-used on other naval ships.  In death as in life, these two ships carried on.

Actually Japan did us a service by this attack, as Admiral Hara Tadaichi summed up the Japanese result at the end of the battle, by saying, "We won a great tactical victory at Pearl Harbor and thereby lost the war.". And Japan did.

*Note - remember that "thought" from above? Here it is - with the Pacific Fleet of Battleships out of action while being repaired and/or replaced, the US had to relied on it's Submarine Service and Carriers. The Battles of the Coral Sea May 4-8 1942, was a strategic Allied victory and did not allow Japan to complete it's conquest of Port Moresby in southeast New Guinea or control of the Coral Sea. The Battle of Midway on June 4-7, 1942 was the turning point for Japan, as it was the most decisive naval battle in the Pacific, with Japan losing 4 carriers and the USN 1. By the end of 1943, unrestricted submarine warfare was bringing Japan to her knees, 99% of Japan's shipping was lost to Sub attacks.   By 1944, the USAAF B-29 bombing campaign of destroying Japan's ability to wage war was proving it's self.

Our carriers were being built faster than any other Nation had ever built capitol ships - fleet carriers (CV), light carriers (CVL) and escort carriers (CVE). New battleship classes, cruiser classes, destroyer classes, and a lot of other types of ships (just as important as the big boys) being built and entering into service. And let us not forget, the two a-bombs dropped on Japan - more advance technology than ever before. Men, women, and even children, the might of this nation rose to the occasion to defeat an enemy that choose to attack the US without declaring war.
Truly, Admiral Hara Tadaichi was correct. Japan poke the bear one too many times and paid for it. It was total war, pure and simple.

Note - Though I am touching on the big ships, there was 1 Navy tug sunk, 188 aircraft destroyed, 159 aircraft damage, 2,335 Military killed, 1,143 wounded, and 68 Civilians killed with 35 wounded.   

While the big ships were hit, the Japanese ignored the Naval and USAAC facilities.  A 3rd wave was planned but overturned by Vice Admiral Nagumo.  If it would have been carried out, all the port facilities, and airfields could have been so heavily damaged that it could have pushed the war in the Pacific back two to three years. 

There are hundreds of books written on the this subject.  At the end of the credits in the rules  is a listing of books about this attack that Paul recommends on this subject.

The Game:
This game is designed by Paul Rohrbaugh with graphics by Bruce Yearian. I am beginning to think of these two as "Team HFDG", lol.  And though I enjoyed all of High Flying Dice Games with the different graphic designers that Paul uses (yes, all of them), there just seems to be something that clicks between these two and one can tell in the presentation of the games.

Day of Infamy costs $7.95. No longer available. The game consists of one 8.5" x 11" map, 29 (28 double sided and 1 single-sided) unit counters, one Player Aid Card (part of the counter sheet) and a six page rules book (single sided). Plus as an added bonus, a small sheet of variants for the game.

And of course, a card deck is available for purchase for $*. One can also purchase the game with the counters mounted for an additional low fee. Players will need to provide 1D6 die and a deck of cards (if the card set is not bought from HFDG)

The game map is divided into zones. I may have said this before in other game reviews, but I am liking the game map being in zones instead of hexes. With zones, it is just easier to place counters in the spaces than making sure the counters are in the exact hex.

This game packs a lot in it for it's size. There are special events that includes Doris Miller (I hope you know who he is) and Chief Finn  to  2Lt's Welch and Taylor who both almost made "ace" on this day shooting down 6 Japanese acft between them. And let us not forget the heroic effort of  the USS Nevada as in real life just like in the game making a dash for the open sea. It's little things like this that makes a game enjoyable and this one has them.

Though the game is for 2 players, the US player has very little to do and it is very easy to play the game solo.  I made a decision dice table for possibly all the decisions that the US player could make.  Whether it is any good or not is in the eye of the beholder - me.  And since it is being revised constantly, it is not available for download.

Sequence of play:
1. Preparation Phase
2. Activation Phase
3. End Phase

There are 6 turns in the game, with many steps of phases 1 to 3.  The turn ends when the Joker is drawn or if there are no Japanese air units (JAU) in play on the map. If the Joker is drawn before both players have performed an activation, it is discarded and play continues. Turns 1 to 3 is considered the 1st air wave of attack. Turns 4 to 6 is the 2nd wave of attack.  Each turn represents one group of Japanese attackers. And there is section "6.0 unit deployment" telling the player what units are in play on turn 1, turn 2, etc.

Under 1. Prep phase, the card deck is shuffled and draw cards from the deck until a red card appears.

Under 2. Activation Phase is where a card is drawn and depending on the type of card what type of activations occur. These can be one of the following:
  • movement
  • AA fire on a Japanese Air Unit
  • Enemy Acft is attack (Japanese 1st, US 2nd)
  • Japanese bomber unit attacks 
  • move the USS Nevada
Phase 3 is the end phase:
  • the turn ends when the Joker is drawn (after both players have played) or 
  • if there are no Japanese air units (JAU) in play on the map.
  • remove all Flight units (both sides) from the map.  
  • leave bomber units in place as they must move off the map
  • advance the different tracks up one level. 
  • and proceed to Prep phase.
A game can be compared to a bottle of wine. A truly fine wine can age remarkably well, taste grand to the palate 20 or more years later and become one of the classics. Games also age as well, however, less become a classic. "Day of Infamy"  is like a fine wine and imho, a classic. 

Though simple in play, it is another one of those fine games, where simple doesn't mean silly. If the Japanese player tries to attack everything, he/she will lose. One has to think in this game.

The variants for this game raise a new awareness with possibilities.  Well thought out, they do add another element to the game.   

Time to rate this game:
  1. Complexity of the game = LOW with medium overtones.
  2. Solitaire = Med HIGH (a little work is needed)
  3. Enjoyment Level = VERY HIGH (imho)
  4. Nail biting = 10 fingers worth.  I didn't know if I bit off more than I could chew as the Japanese player. (bad pun)
  5. Historical Level = High - this game has a solid historical reference background and a very solid OOB (Orders of Battle).   
  6. Length of typical full game =about 1 to 2 hours.
  7. Out of the 8 games played, it is hard for the US player to win, but it can be done, by limiting the Japanese player. Basically it is limiting the type of victory of the Japanese player. You will have to think about your plans and work with what you got.  The Japanese player will need to think just as hard, as there is no "just right, win every time" strategy plan available.  Most of my games came out as a Minor Japanese Victory, but that could be my solo tables need to be tinkered with.  And of course, using cards generates the "fog of war" and everything in between such as morale, supply, and leadership.
"Day of Infamy" covers a battle that one would think would have loads of games designed about it, but there are very few.  Unlike D-Day or Russian Front, games on Pearl Harbor are few and far in between.

Enjoy the game 
-ab

note:
This game is available once again as a bonus game when one buys Against The Odds 2019 Annual - La Vendée - 1793 directly from ATO web site.  Cost is $49.95 and includes postage.  Both the game "La Vendée - 1793" and the "Day of Infamy" are worth it.   Unfortunately, ATO publisher is not making the game available as a "black swan" for separate purchase. You either will have to do without or purchase the Annual.  😢

Updated: Jul 6th to removed last 3 paragraphs as they are no longer valid.

Updated: June 24th 2020 as this game is no longer sold by High Flying Dice Games. I am not at liberty to say who bought it, but if you have this game, then it is a collector's item.


this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information. And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.


18.5.18

Mud, Blood & Steel

"Mud, Blood & Steel, the Battle of Hoveyzeh, January 5-7, 1981" is published by High Flying Dice Games, LLC (HFDG). Designed by veteran designer Paul Rohrbaugh with graphics designed by Bruce Yearian. It is a hell of a good looking game, with thanks to Bruce. The colors of the map and units are beautiful and go well together.

Sooner or later, a game comes along that makes one take a look at a game publishing company. This is one of those games. It is a very well designed and straight forward. Though only costing $*, it is equal to any game costing 10x or more.

The Battle:  The battle being depicted is also known as "Operation Hoveyzeh" and/or "Operation Nasr" (Victory), January 5 to 7,1981. It was the first attempt of many operations that Iran used to remove the Iraqis from their lands. Operation Nasr was hastily planned by Khomeini and his clerics, the true rulers of Iran. With the government in shambles, many of the Clerics still mistrusted much of the military. Khomeini and his clerics needed a battle to unify their hold on the Iranian people and could also be used to force President Banisadr into resigning if the battle was lost.

The Iranian 88th Armor Division used in the attack was actually the Iranian 88th Armor Brigade expanded into an adhoc division by combining units from the depleted 92nd Division. It consisted of 3 armor brigades of British Chieftains (Mk I to V) and M-60A1s, but lack recon units, mech inf, arty, and other divisional assets. The 55th Parachute Brigade was attached to be used for Infantry support.

In case you are wondering, as great as tanks are, they cannot survive the battlefield without Infantry covering the flanks. This was true in 1916, as it is now.  Did you know this battle was the largest armor battle fought since the Yom Kippur War (aka the "6 Day War", soon to be coming (well at the end of this year :D) from ATO magazine as their end of year annual magazine with game, and designed by the way by Paul Rohrbaugh.)?

The Iraqi's 9th Armor Division was the opposition in this battle.  Consisting of 4 Brigades of T-55 tanks, and a Brigade of the more powerful T-62's from the 3rd Armor Division - these were assigned as the reserve force, just in case. And this was no ad-hoc division, as it had the full compliment, including artillery and infantry. The Iraqi's used their Divisional assets to their full ability. For example the Engineers prepared positions about 1/2 mile behind where the lead 9th elements were located. 

And here is where the game begins...

Counters:  The game comes with 34, 1/2" unmounted counters (mounting is available when you buy the game) consisting of four markers (two morale, one game turn and one "fortunes of war"), twelve "pin" markers, eight Iraqi combat units (double sided, with a reduction), two "strike" (one acft strike and one arty strike) markers, seven Iranian combat units (double sided, with a reduction) and one "air" strike marker.  Notice the "red" number on the armor unit to the right? That is important to remember.

Note: No Victory Point markers were included in the counter mix. As mentioned in rule 11.0, one is to use pennies or other spare markers for this track. Being the person I am, I just made up my own. 

The two infantry counters have the standard NATO Infantry symbol, while the armor units have side views of the T-55 and T-62 for the Iraqis. While the Iranians have  Chieftains Mk 1-5, and M-60A1s.  All side views are correct to the respected armor (for example, it is easy to distinguish between a T-55 with the bore evacuator being on the end of the gun and the space between the 1st and 2nd road wheel, while the T-62's bore evacuator was about 2/3's of the length towards the muzzle of the gun. Good going Bruce.)

And in case you still can't figure out who is who, Iraqi's had Soviet armor, while the Iranians used Western Armor.  

Game Map:  The entire map is 11"x17" in size, consisting of a terrain key, a chart on how to read the units, morale & support track, game turn track and a random events table, the actual battle map is only 7.5"x9.5" and features a non-passable river, except at the main bridge (this is the Karkhah River btw), a passable smaller stream, clear desert, roads, and mud, lots n' lots of mud.

The Iranians had flooded this area to stop the Iraqis in Nov 80. And it worked. However, when the Iranians attack in the same area on Jan 5, 1981, they were forced to utilized the same road system as the Iraqi's to keep from being bogged down. It seems as if they didn't remember about flooding this area in the previous Nov. The 88th Armor Division paid a terrible price with the lost of lives and armor when the brigades went off the roads and were caught in the same mud that the Iraqis were trapped almost 3 months earlier. The game simulates this very well with most of the map as mud hexes.

Available (as it is for all High Flying Dice Games) is a card set for $*. Now this card set is well worth the money. It has  nice, really nice, artwork on them. Notice whose photos are on the 2 "Jokers" needed for the game? I don't have these cards, not yet, but I am leaning towards them getting them very soon. I should have bought the cards when I purchased the game.

Getting ready for play:  In lieu of the card set, players will need to provide a deck of cards. Remove all face cards (remember the Ace is not a face card, but considered "1"), divide the deck into Red and Black cards plus one joker for each deck. Give the red deck to the Iranian player and the black deck to the Iraqi player. And have each player shuffle their deck. One 6 sided Die (1D6) is also required.

Rules: The rules are four single sided pages in length. Nice, light, tight, and pretty straight forward as HFDG rules usually are. Download the addenda (errata) for the game and correct your set of rules before playing...  but, here is the addenda for ya

Addenda for the game. Dtd April 2018 and listed here:

General Note: In some places in the rules the underline is missing from the < sign. In all cases please add this underline in where missing so it reads < (less than or equal to).

1.0 Components (correction): There are 34 (not 30) counters in the game.

2.1 Iranian Set Up (corrections): The reference to hex C12 should be to 0912. The reference to the 8th Armor should instead be to the 88th (the counters are correct). Also, in the second sentence of paragraph 4 “may” should be “many”.

2.2 Iraqi Set Up (correction):
Hoveyzeh is in hex 0201 (not J1), Susangerd is in hex 0904 (notC4) and Saideh is in hex 0205 (not J5). 

3.0 Play of the Game (clarification):
In the unlikely event both Jokers are drawn by the players and one player has not activated ignore the second Joker card and continue play until all cards are drawn.

4.0 Assault (correction):
The next-to-last DRM in the list should refer to a Pinned (not Disrupted) armor unit.

6.0 Air Support (correction):
The second paragraph and last bullet should state “air support” (not artillery support).

8.1 Iranian Reinforcements (correction):
Reinforcement units enter at hexes 1105 (not A5) or 0912 (not C12).

9.0 Changing Morale Levels (corrections):

  1. The middle sentence, parenthesized section) in this rule should read “but never above 5”.
  2. The Iranian player reduces his/her ML by 1 for each Iraqi unit that exits the east (not west) map edge.
  3. A player’s ML is never increased above 5 (not 6).
The three Iranian 88th Armor Division brigades were strung out on the roads coming from Ahwaz to Saideh going toward Haveyzeh on the highway along with the 55th Parachute being in the rear. This column was over 10 miles long. Accompanying the armor was 14 Cobra gunships to provide air cover. It was these helos flying around, with their possible radio traffic, that alerted the Iraqis to the presence of the Iranian armor. The Iraqi's decided to set up a trap for the 88th division. The lead Iraqi armor brigade fired a couple of rounds and retreated 1/2 mile to prepared positions that were just completed. These prepared positions allowed the Iraqi armor to be in what is termed "Hull-down" position. About the only thing sticking up and out is the turret with it's gun. Meanwhile, the Iranian commander thought he had run into an Iraqi recon probe and order his brigades to attack. And that they did. The Iranians fell into a neatly laid out trap, and paid for it.

Playing the Game:  After both players have setup (not only counters, but also the arty and air strikes) the Iranian player rolls a 1D6 to see how many activations they will get for the 1st game turn (just this one time). Also, the Iranian player begins the game with "Fortunes of War" special event.  Once this has been performed, the next rounds will be by card draw. This game is like playing the old card game, that most learned as kids - "War".

Activation's:  The game consists of 8 turns played with many rounds. The turns cover the three days and three nights that the battle went on. Each turn is equal to 8 hrs. To play each round, each player turns over the top card of their deck and who has the highest card wins the round. Odd card is one activation, even card is two activations or the winning player can pass on either. If the card draw is a tie, the player who did not perform any activation(s) in the previous round can perform 1 activation (or pass).
For each activation a player can do one of the following:
  1. Arty Strike (Iraqi player only)
  2. Air Support Strike (both players)
  3. Move (both players)
  4. Assault (both players)
  5. Rally (both players)
Remember a unit can only perform one of these Activations per card draw. (example: Either move or rally, not both)

Jokers and the end of a turn:  The first time a joker is drawn, the owning player rolls 1D6 and consults the special events table on the game map.  The 2nd time a joker shows up, the game turn is over, with no activations perform. If it is not the last turn of the game, do the following:
  1. move the turn marker up 1 space on the Game Record Track.
  2. Both players reshuffle their decks.
Note: In-case both jokers are drawn at the same time and one player has not activated for the turn, then ignore the 2nd joker, bury it as last card and continued play until all cards are drawn.  Who gets to bury the card? Easy, the person who has activated, is how I do it. Or roll a die, highest number gets to play.  You can pick how you want to do this.  :D
 

Movement: A unit can move from one hex to an adjacent hex via a movement activation.  All units have a movement allowance printed on their counter and spends a number of movements points to enter each hex depending on the terrain cost. The chart for this is on the game map. All units must stop moving when entering a hex adjacent to an undisrupted enemy unit. There is no stacking of player units and no entering hexes occupied by enemy units.
If using the optional facing rules, all armor units must end their movement with the top of the counter facing a hex-side in order to clearly indicate the unit's frontal and rear aspects.

Don't fire until you see the whites of their eyes...a.k.a. Assault.
Players may attempt the Assault Activation by an "un-pinned' unit. An infantry unit can only assault an enemy unit in the adjacent hex. An armor unit can assault an enemy unit up to two hexes away.  The attacking player designates the attacker and the defender unit and rolls a die.

Die Roll modifications
+2 if attacking unit is normal status and +1 if reduced. 
-1 if target is in Village hex or target is not adjacent  (-2 maximum)
+1 if target is in all mud hex (no village hex or road) or firing across a stream or river (+2 maximum).
+1 firing through target armor unit's rear aspect (in addition to any of the above and if playing with the variant rule 12.1)
-1 Opportunity Fire Attack during the night turn (if playing with variant rule 12.2)
+1 Red AF (attack factor) unit firing on "disrupted" armor unit (in addition to any of the above). (remember what I wrote under "counters" to remember about "red" attack factor? Yup, go back and look).

Here are the key parts of the rules by their heading.

1.0 Components
2.0 Setup
3.0 Play of the Game
4.0 Assault
5.0 Artillery Strike
6.0 Air Support
7.0 Rally
8.0 Reinforcements
9.0 Morale Levels
10.0 Fortunes of War
11.0 Winning the Game
12.0 Variant Rules

The game is fun, but what added to the play was both of the variant rules. They just go together like peanut butter and jam.  These do add to the complexity, though not as much as one would think, but does make the game jump right at ya and scream like a wounded leopard "Play me, Play me"

I had a lot of fun with this game. It has a very low counter density (making it easier to kept track of the counters and to mount). A nice playable map, with a turn track showing 3 days and 3 nights divided into 8 hours each.  The only modification I made to the map was to put on yellow circles to show where the Iraqi sets up and reinforcements to enter the game and blue circles for Iranian set up and reinforcements to enter. Why yellow and blue? I can see those colors very easy. :D

I don't want to give the whole game away and only wrote a little bit on the rules. There is another game on the entire Iran-Iraq War called Bloody Dawns by Pierre Razoux.  It is a professional design sold by High Flying Dice Games, LLC for $50.00 plus shipping.   

UPDATE: HFDG came out with another Iran-Iraqi War battle, Operation Fath-ol-Mobin March 22-28, 1982, called An Undeniable Victory. Cost is $* and is a professional game with die-cut counters.  I do have it, sitting in the "to look at" box of games. Unfortunately, there are another 15 or so games in front of it.

Time to rate this game:
  1. Complexity of the game = LOW with moderate medium overtones.
  2. Solitaire = HIGH (a little work is needed)
  3. Enjoyment Level = VERY HIGH (imho)
  4. Nail biting = 10 fingers worth.  It can come down to the last card draw of the last turn, if the Iranian player thinks and don't give up. 
  5. Historical Level = High - "Mud, Blood & Steel" has a solid historical reference background and a very solid OOB (Orders of Battle).   
  6. Length of typical full game =about 1.5 to 2.5 hours.
  7. Out of the 10 or so games played, it is hard for the Iranian player to win, but it is very doable. You will have to think outside the normal box and work with what you got.  Arty Strike is the Iraqi friend and the Iranian enemy. The Iranian player starts out strong, but "lady luck" with the cards has a way of wiping out the those brigades and battle plans. Amazingly, just like what happen on Jan 5 1981 :D  
addendum - I would like to add, that a lot of folks don't care for the card draw system used to see how many units can move or attack.  I actually prefer this than the normal "can move everything and attack with everything" games or known as "ugo-igo".

Why? This type of movement with activations puts more of the fog of war into a game.  Just because the General sends out word to attack, doesn't mean everyone heard it. What about simulating fuel or ammo (supply)?  Bad radio? What if a tank broke down due to thrown track (happens)?  And one never knows if they are going next. Yes, using a card draw system simulates better the realities and fog of war to me than the old standby of moving and attacking with everything.

The game does have low movement due to the number of activations available (1 or 2). But honestly with such a low number of counters for each side, does it hurt the play? I believe, "Non!".

"Amazing sweet review AB, but where did you learn all this history?" -SC

Why thank you SC. I used "THE BOOK". Yes, the "book" is considered by many Historians as the only book on this war to read, also known as "The Iran-Iraq War" by Pierre Razoux. It is available, new or used from many places. Originally written in French and excellently translated to English by Nicholas Elliott, it is a joy to read. Pierre has laid open the many myths that other Iran-Iraq War writers have perpetuated, such as America giving the go ahead to Saddam to attack Iran and many others. 
 
His precise research is fascinating and other more prominent writers should learn how to do their research. From not only orders of battle (OOB) but also the ships and aircraft used and the history how Khomeini came to power to rule with an iron fist. Pierre interview many Iranians, Iraqis and people of other countries of prominence who were in power during this time. Including those who directed the war and survived it.  
 
BTW, "The Iran-Iraq War" was published by Harvard University Press in 2015 and awarded the 2016 Best Book of the Year Award by the Society for Military History.  Originally published: La Guerre Iran-Irak, 1980-1988: Premiere guerre du Golfe. Perrin, un department d'Edi8, 2013.

The Iran-Iraq War by Pierre Razoux 2013-2018/ ISBN:978-0-674-08863-4.
 
Salutes:
Generally I don't add this little section, but I am so impressed with how this game, small in size and price, is one in a million. I would like to thank Paul for designing and publishing this game. Bruce for his outstanding graphics and last but not least, the gentleman responsible for providing the necessary information, Pierre.  /SALUTE

-ab


This blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information.
And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.



Updated: Sept 2019 to fix my bad English and add a link to the newest Iran-Iraqi game from HFDGs.  Updated- Feb 04, 2022, to fix a little bit more.

2.5.18

Flying Buffalo Inc Pizza Dice and more

Unfortunately, Rick passed away a few years ago. However, I can still remember the phone call I made to FB, Inc back in 1978 asking quite a few question concerning Tunnel & Trolls RPG rules and his solo dungeons. He was so nice when he found out I was calling from Grand Forks AFB and in the service.  So nice, I put in for a station in Az, which we got in 1980 (Luke AFB, Az). 

Back in March of 2017, Rick Loomis (owner, head Buffalo herder, and grand wizard) of Flying Buffalo, Inc came up with a Kick Starter for new Pizza Dice. The dice you roll to see what type you get and toppings.

Over 20 years ago, Rick came up with the idea for Pizza Dice (and other dice)
    • 2 dice-
      • one for meat toppings
      • one for veggie toppings.
Only problem I see is no Anchovies on the dice, dang).  The dice sold for $2 and are "HOT", meaning they sell well.

Next is the Fast Food die. This is the life blood of any gamer, but particularly so for those who play pnp games.

Fast Food die, the energy pellets for those who play Tunnels & Trolls, Huzzah!!
    • the types of fast food on the die are"
      • burgers
      • pizza
      • tacos
      • chicken
      • fish
      • Noodles
It just dawned on me - you know whats missing? Come'on, guess! Why it's a Drink die to go with the Fast Food/Pizza dice.  It could have beer, coffee, soda, water (yuck), Kool Ade or something that is not carbonated and iced tea. Yeah, there is 6 items right there!

He also had thought up an adventure set of dice (five dice that allows one to randomly create a dungeon run on the go or allowed ).  Each set had 5 dice-
    • Door Die - 
      • is it a lock door?
      • Trapped?
      • Magic locked?
      • Or is it open?
    • Treasure Die -
      • Gold
      • Silver
      • Gem, 
      • Weapon
      • Magic weapon
      • Scroll
    • Weather Die
      • Windy
      • Sunny
      • Rain
      • Cloudy
      • Snow
      • Stormy
    • Trap Die
      • Six different types of traps
      • Corridor die
      • Door
      • Stairs
      • T-intersection
      • Right
      • Left
      • Straight
    • Monster Reaction die
      • Happy, Sad, Angry, etc.
    •  Grimtooth die for death and mayhem
      • Grimtooth is the FBI mascot.  Got to have one of these. 
        • 1 to 5 for "how dangerous is that trap?"
        • And Grimtooth for "Death"

Nuclear War Die he has been adding to his N. War games seems forever. (yes, I am the proud owner of the first one- glow in the dark)
      • Nuclear cloud as the "1". Nice 
Skip ahead 20 years and Rick needed more dice (things do well and sell out, right?  :)  ). Unfortunately, his dice maker who hand-made the dice, then silk screen the designs and print on them, finally retired.  Rick being as resourceful (I tend to call him a rascally weasel), did his homework and figured out he needed $4000 plus kick starter fees and have a mold made for his dice. 

Instead of having the designs silk screen on the die (wears off, don't ya know) the new dice are deeply engraved and inked. Very nice.  It's possible a laser is being used, for the engraving is sharp and deep. Technology can be wonderful in this day and age and it seems last months technology is outdated within 2 weeks.

Rick must have come to the conclusion that a mold was the only to go. I am thinking about this as I have no idea but seems logical to me. The new mold had either 10 or 12 cavities for 10 or 12 die. Why not make more?

And that is what he did.
  • He added these for the 12 dice- (see photo above)
  • Corridor die to the adventure set
  • Body hit location (whether Monster or Player)

And that's the story.  I think it surprised him at the response his kick start received - 269 backers and $4782.  With that encouragement, he added a stretch goal (I told ya he was a rascal). Unfortunately, the time he gave for having this done and shipped out was 6 months (He knows the gaming die business), however, I believe this was the first time Rick had dealings with a company that used "China". Turns out he needed to add 1 year.  

And I believe people were wanting their money or the dice so Rick offered to refund anyone's money because of the long wait.   I have no idea if any one took him up on this or not. I didn't. Heck, I even bought one more bag for a total of 36 dice.

note - Rick informed me, no one took him up on the offer of refunding the money.

This is why when I find a Rick Loomis kick start, I usually join it. Only one time this year that I didn't and I kick myself in the butt every day. He has a 110% record for providing his product. Not many in the Kick Start program has as good of rating as Rick.  And he is so dad-burn honest, it ain't funny. 

All I can do is say "Thank you Rick".

The bun would recommend any die that FBI sells. They are good rollers, have a good weight, and it seems in my testing, they are very good number generators. Better than a computer.

Note updated. I totally left out a section about the old dice and the silk-screening. All I can say is Mea Culpa.  Thanks to Rick for noticing this and his gentle correction.

I found some Death Head dice and took a picture along with Lou Zocchi Polyhedral dice when he sold them in sets of 4.  Here's the pictures. I believe the year was late 1981 or early 82 when the Death Head dice appeared.  I have around 60 or so of them, collected thru out the ages.   The first ones had square corners. The later ones rounded. One can never have too many dice.

And here is a photo of Lou Zocci Polyhedral dice = the first set in 1977 (I was back from Korea) and the 2nd set in 1980 0r so.  At that time 4 came in a set of this soft plastic. One 4-sided, One 8-sided, one 12-sided and one 20-sided.  If you look at the 4 sided on the left, I used these so much, I wore down the edges, lol.  Also had to ink them myself.

Hope you enjoy this.

-ab

Note - Since Rick passed away, his Sisters took over the company.  Not sure what happen (they probably needed the money) sold the company to someone in the UK in 2021.  However, they are not producing his dice and I believe that these are now collector's items and never to be seen again.  Hopefully, someone will produce the dice again.

And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.

1.5.18

Rock and a Hard Place pocketgame #2

My recent 5 game purchase from High Flying Dice Games, LLC included a very pleasant surprise, their second released pocket game called "Rock and a Hard Place, The Fight For Malta's Fort Benghaisa", a "what if" scenario of the German glider landings on Malta to take out Fort Benghaisa for Esigenza C3 / Unternehmen Herkules (fortunately cancelled in Nov 1942).

Malta has always played a part thru-out history as an important heavily fortified island, that dominated the sea lanes in the Med. This review will concern it's self  from  the aspect of the Malta during 1940 to 1942 when the island could have been invaded by both the Germans and Italians.

Operation Herkules (Unternehmen Herkules/Operazione C3) was the German code-name given to an abortive plan for the invasion of Malta during World War II. Through air and sea landings, the Italians and Germans hoped to eliminate Malta as a British air and naval base and secure an uninterrupted flow of supplies across the Mediterranean Sea to Axis forces in Libya and Egypt. Extensive preparations were made for the invasion, but the Axis victory at the Battle of Gazala (26 May to 21 June 1942), the capture of Tobruk on 21 June and Unternehmen Aïda (Operation Aïda), the pursuit of the British as they retreated into Egypt, led to the plan being postponed and then cancelled in November 1942.

Please note, that 50% of the below is from Wikipedia with validation of the OOB from several of my sources - 5. If the history is wrong, it is my fault as I took the lazy way out instead of reading, thinking, and writing it out. 

The Plan:  The Axis plan to invade Malta had its origin in Italian military studies conducted in the mid-1930s during Second Italo-Abyssinian War. By 1938, the Italian army command had estimated the amount of sea transport it would require to move significant military forces into North Africa, and identified the seizure of Malta as a prerequisite. An outline plan for a seaborne assault was drawn up and periodically revised, but the Regia Marina (Italian Navy) initially showed little interest in it. The concept was approved at a meeting between Adolf Hitler and Benito Mussolini from 29 to 30 April 1942. 

By Air:  Command of the airborne component of Herkules was given to Major General Kurt Student and Fliegerkorps XI. Student had planned and executed the German airborne assault in the Battle of Crete in May 1941. In contrast with the hasty planning for that operation, Student now had months to prepare and avoid the mistakes made on Crete.

Knowledge of British defensive positions on Malta was extensive, thanks to meticulous aerial mapping by the Italians. Every fortification, artillery emplacement and AA battery was carefully noted and scrutinized. Student claimed later that "We even knew the caliber of the coastal guns, and how many degrees they could be turned inland". Ten Gruppen of Junkers Ju 52 transports with 500 aircraft were allocated for the air landings, along with 300 DFS 230 gliders (carrying ten men each) and 200 larger Go 242 gliders (each carrying twenty-three men or a light vehicle/gun). Also to be included were two dozen Messerschmidt Me 321 Gigant gliders capable of carrying up to 200 fully equipped paratroopers or a 25 long tons (25 t) tank. These were to be towed by the new He 111Z (Zwilling) five-engine modification of the He 111 medium bomber

The Regia Aeronautica (Italian Royal Air Force) would contribute approximately 180–220 transport aircraft, mostly three-engine SM.75s (carrying 24–28 men each), SM.81s (carrying 12–14 men each) and SM.82s carrying 30–34 men each). Given the 90 mi (140 km) distance between Axis airfields on Sicily and the drop zones over Malta, it was possible for the motorized transports to make four round-trips per day. They were to drop one Italian and one German airborne division onto the southern side of the island.

The paratroopers had to secure the high ground behind the invasion beaches, and seize a nearby airfield for Axis transport aircraft to land on with another division and supplies. Airborne units for the invasion included the German Fliegerdivision 7 (11,000 men) plus the Italian 185th Airborne Division Folgore (7,500 men) and 80th Infantry Division La Spezia air landing division (10,500 men); approximately 29,000 airborne troops. Preparations for the airborne assault included construction of three glider strips 25 mi (40 km) south of Mount Etna on Sicily.

By Sea:  The seaborne assault force comprised 70,000 Italian ground troops who were to make amphibious landings at two points on the south-eastern side of the island, in Marsaxlokk bay, with the main effort falling upon a site named "Famagosta beach", and a smaller secondary landing at "Larnaca beach". Also to be seized were the lesser islands of Gozo and Comino. Amphibious feints would be directed at St. Paul's Bay, Mellieha Bay, and north-west of Valletta near the old Victoria Lines, to draw British attention away from the real landing sites. The main assault convoy was scheduled to begin landing on Malta just before midnight on the first day, after the airborne forces had landed in the afternoon and secured the heights above the beaches.

The bulk of the first-wave assault troops would come from the Friuli Infantry Division (10,000 men) and Livorno Infantry Division (9,850) of the Italian XXX Corps. Also included were 1,200 men from the 1st Assault Battalion and Loreto Battalion (both drawn from the Regia Aeronautica) two battalions of San Marco Marines (2,000) three battalions of Blackshirts (1,900) and 300 Nuotatori (a commando unit of San Marco marines specially trained in ocean swimming and beach assault). Armoured support comprised nineteen Semovente 47/32 and eight Semovente 75/18 self-propelled guns plus thirty L3 tankettes (comparable in size and armament to the British Bren Gun Carrier).

The follow-up convoy would be mainly made up of troops from the Italian XVI Corps: the Assieta Infantry Division (9,000) and the Napoli Infantry Division (8,900) along with attached artillery assets (3,200).

It would also include the remainder of the 10th Armour Regiment (3,800). The Superga Infantry Division (9,200) plus a battalion of Blackshirts and a small detachment of San Marco Marines (1,000) were to be in position to land on the smaller island of Gozo in the early morning hours of the second day.

Additional armour intended for Herkules included 2.Kompanie/ Panzerabteilung z.b.V.66 (zur besonderen Verwendung [for special use]), a German unit partly equipped with captured Russian tanks. Ten assorted KV-1 [46 long tons (47t)] and KV-2 [53 long tons (54t)] heavy tanks were made available. At least ten Italian motozattere (landing craft) were modified with reinforced flooring and internal ramps to carry and off-load the Russian vehicles. Other tanks in the unit included captured Russian T-34 medium tanks, up-armored German light tanks (five VK 1601s and five VK 1801s) plus twelve Panzer IVGs armed with 75 mm guns. Twenty German Panzer III tanks were also offered for use in the invasion but it is not known what unit these were to be drawn from. Two days were allowed for the main amphibious assault and landing of the follow-up convoy, though this was dependent on quickly securing Marsaxlokk Bay to land heavier artillery pieces and a much higher tonnage of supplies.

Run... They got a board with a nail in it:  In 1942 the garrison of Malta consisted of 15 infantry battalions (11 Commonwealth, 4 Maltese) organised into four brigades totalling 26,000 men. Tank support was provided by the 1st Independent Troop of the Royal Tank Regiment, disembarked in November 1940, which was initially equipped with four Matilda II "Infantry Tanks", armed with 2-pounder (40 mm) guns, and two Vickers Mk.VIC light tanks, armed with two machine guns (all tanks as part of detachments from the 7th Royal Tank Regiment and the 3rd The King's Own Hussars). These were reinforced in January 1942 by an additional eight tanks (four Cruiser Mk I and three Cruiser Mk IV tanks, and one Vickers Mk.VIC light tank), with the cruiser tanks armed with 2-pounder (40 mm) guns (all additional tanks were as part of a detachment from the 6th Royal Tank Regiment).

Artillery support came from the 12th Field Regiment, Royal Artillery with twenty-four 25-pounder 3.45 in (88mm) field guns, capable of providing fire support out to a range of 6.8 mi (11km) and covering most of the island while remaining in protected static positions. Malta's fixed defenses included nineteen heavy coastal guns (varying in size from 12-inch to 16-inch - although these Victorian era weapons were all decommissioned), 130 smaller coastal guns (6-pounder to 9.2-inch), and 112 heavy and 144 light anti-aircraft guns.

The smaller coastal guns were composed of:
  • 10 × BL 6 in (150 mm) Mk XXIV, on Mounting, 6 in (150 mm) Mk 5 or 6
  • 7 × BL 9.2 in (230 mm) gun Mk X, on Mounting Mk 7
  • QF 4.5 in (110 mm) gun Mk II, on Mounting Mk I
  • 18 × QF 6 pounder 10 cwt gun (9 × 2) 
  • 30 × Ordnance QF 18 pounder
Hitler pulls one of his  many blunders: A date near mid-July 1942 was set for the invasion, partly to allow time to bring troops from other front line positions. Field Marshal Erwin Rommel supported the Malta plan and asked Hitler for command of the invasion forces. His reasons for supporting an invasion were to hinder the Allied troops fighting in Africa, as well as to remove the threat to the convoys heading to Italian-German forces with supplies, oil and men, all of which they were desperately low on. He prioritized the attack to such an extent that he was willing to move units from his front for the attack.

The head of the Luftwaffe, Hermann Göring, opposed the invasion, fearing it would turn into another near-disaster for his paratroops, as had happened on Crete. Field Marshall Albert Kesselring tirelessly promoted Unternehmen Herkules but even he was eventually dissuaded when it became apparent that too many air and ground units had been siphoned off to support the Axis drive into Egypt, diminishing any chance of success. With Hitler lacking faith in the parachute divisions after the Invasion of Crete, and in the ability of the Italian Navy to protect the invasion fleet from British naval attacks, the plan was cancelled.

And here we are, with this "what if" game....

The game: "Rock and A Hard Place" is published by High Flying Dice Games, LLC, designed by Paul Rohrbaugh with graphics designer Bruce Yearian, and a dedication of the game to John Burtt. This is the first time in all of my years of playing, that I have ever seen a dedication of a game to anyone. He truly must be very special.

EEK! It's SMALL!!   Don't be fooled by it's size, though only 4"x6" in size, this game is large in stature. It packs as much thinking and fun as anything coming from any large gaming publisher. Simple in concept and play, but requiring solid thinking for play. There's no slacking with this game.

On the front side is the game map and 17 counters, consisting of the German units with five German combat counters, one German leader counter, three glider/ruin counters and one Naval/Air support counter. The British counter set consists of seven British combat counters, and one leader. There is also one game turn counter. Additionally, Paul has included variant rules with two more counters for play - one is the San Marcos Marines Commando unit and the other is a Royal Navy unit.

On the backside is located the rules and of course the back side of the counters showing a reduced state (yes, step-reduction!), how to deploy units box, and a terrain key.

Any extras for the Game?

Heck yeah.  There are variant counters with an instruction sheet and a card set for the game. The card set is available for $*. Is it worth it? I believe it is.  I have it and find that I don't have to keep re-arranging my one poor old standard deck of cards all the time. Bad photo, but you get the idea.

The book on the side is called "Fortress Malta, An Island Under Siege 1940-1943" written by James Holland. It is a very interesting book on Malta and well worth the price.

Addenda Sheet:  And there is also an addenda sheet for the game. Mistakes happen, but it is terrible when a software program creates them. In this case Adobe. Here it is: (note this is incorporated in my review below.)

Rock and Hard Place
Addenda May 2018
Glider Landing (corrections):
  1. A CD of < (less than or equal to) 4 results in the units on the glider being unaffected (the underline beneath the less than sign did not print).
  2. A CD of > 5 through 10 (not 9) results in one on the glider being reduced.
Setup? What de fudge???  I asked the question of who sets up first, I was told it doesn't matter. However, think about it. The British would probably not be on full alert when the gliders came in. The enemy bombers over head daily would lull the garrisons into a false peace of safety while keeping their heads down. After the bombing, the "all clear" would be signal. Troops would go off to do what needed to be done, eat, sleep, etc. Since the flight of a glider is silent, it wouldn't be until the first groups of gliders coming in that someone would stop being surprised, that a full alert horn would go off, and poop would hit the fan. 
 
Intelligence would play a huge role here. General Student has said that the Germans and Italians had every square inch of Malta mapped out including walls, trees, phone poles, obstacles of all sizes and every unit in every position. Since this was probably the case (one thing the Germans did not do was skipped on was photo intelligence.  Hitler may not have had any intelligence (heh-heh, but his Generals and Admirals did.). It makes sense for the Brits to set up first and then the German picking out the gliders landing spots.

In my games, I do play with the British setting up first. But how you do it is up to you.

British units setup in any building hex. British garrison units deploy 1 unit in each objective hex (Battery 1 and 2 and the searchlight hexes). And the leader unit may deploy (stack) with any British unit at start. British regualr units are 3-3. British Garrison units are 2-2.

German units deploy two units per glider and the German picks his landing spots. Proceed to Game Play #1 "Glider Landing" to see if the gliders survive or not.


Game Play:   How it all comes together:

1) Glider Landing:  After placing 1 glider per landing hex, the German player draws a card for each glider for it's landing:

2) Ground Units:  Ground units can either move 1 hex or attack (not both). Two units of the same side may stack (a leader unit counts as 1 for stacking). Two opposing units may never stack. There are no Zones of Control. Wall - Combat and movement prohibited  unless at a Main gate hex-side. And combat is voluntary.
3) Combat:   Units have 2 combat factors, the 1st is the "Assault Factor (AF)" and the 2nd number is the "Fire Factor (FF)". All Combat (non leader) units have a range of 2 hexes. Units may fire into, but not through bldgs and wall. Naval and Air support can fire upon any British unit anywhere as they have no range limit. The German Hvy Wpn (Heavy Weapons) unit can do combined assault attack if stacked with another unit and performing assault (AF) instead of attacking on it's own. -2 is the modifier or -1 if reduced to the combined assault attack.
Instead of writing out the rules, I am listing their headings. Get the game, and you can have the rules and play the game :D .

4) How to resolved combat or movement via the card draw
:
5) Air and Naval Support Units:
6) Objective Hexes:
7) Game Scale:
8) It all comes down to points for Victory or Ok, who wins the game?
9) Card Draw modifiers


10) The Bun's rating system:
Please note "fun level" as been re-named "enjoyment level" and a new "historical level" has been introduced.

  1. Complexity of the game = LOW with moderate overtones.
  2. Solitaire = HIGH (very little work is needed) 
  3. Enjoyment Level = VERY HIGH
  4. Nail biting = 8 fingers worth, starting on the 9th but it was saved. 
  5. Historical Level - The game is only a small part of  Unternehmen Herkules, but an important part as this Fort overlooked the harbor and needed to be taken for the troops to land by ship. This game has the correct gliders and a correct OOB of both the landing German glider troops and British troops.
  6. Length of typical full game = 1/2 hour (30 minutes) to 1+ hours.
  7. Out of the dozen or so games, it is pretty much even. The German starts out strong, but "lady luck" has a way of wiping out the gliders. Then the CDs. They can hurt when one only gets odd numbered cards.
I do hope you enjoy this game.  For something so small, it is fun!  
 
Thanks for reading...
-ab out


Also I need to add, this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information.   And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.