Showing posts with label 1941. Show all posts
Showing posts with label 1941. Show all posts

19.4.24

Sound and Fury, The Battle of Mechili Jan 24/25 1941

Up for a review is an oldie but goodie game from 2016.  Small, easy to play and fun, read on if you like...

Title: Sound and Fury, The Battle for Mechili, January 24/25, 1941
Price: $*
Designer:  Paul Rohrbaugh
Graphics Designer:  Ilya Kudriashov
Publisher: High Flying Dice Games
Published Date: 2016
Subject: The battle around the cross-roads of Ft Mechili 1941.

A Little bit of history: Italy declared war on Britain and France on 10 June 1940. During the next few months there were raids and skirmishes between Italian 10th Army in Libya and the British Commonwealth forces in Egypt. The Italians planned for the invasion of Egypt with the goal of removing the British and to capture the Suez Canal, code name "Operazione E". After numerous delays, "Operazione E" commenced on 13 September 1940 and began the Western Desert Campaign, which lasted from 1940 to 1943.

The Italian strategy was to advance from Libya along the Egyptian coast to seize the Suez Canal, the scope of the offensive was reduced to an advance as far as Sidi Barrani and the engagement of any British forces in the area.

As the 10th Army advanced, a small British force at Sollum withdrew to the main defensive position east of Mersa Matruh. The Italian advance was harassed by the 3rd Coldstream Guards with attached artillery and other units. After recapturing Fort Capuzzo, the Italians advanced approximately 95 km (59 mi) in three days and on 16 September, the advance stopped at Maktila, 16 km (10 mi) beyond Sidi Barrani.

The 10th Army dug in and awaited reinforcements and supplies along the Via della Vittoria, an extension of the Litoranea Balbo (Via Balbia) being built from the frontier. Five fortified camps were built around Sidi Barrani from Maktila, 24 km (15 mi) east along the coast, south to Tummar East, Tummar West and Nibeiwa; another camp was built at Sofafi on the escarpment to the south-west

General Wavell, following the 10th Army advance,  ordered the commander of British Troops Egypt, Lieutenant-General Sir Henry Maitland Wilson to plan a limited operation to push the Italians out of Egypt back into Libya, was given the code name "Operation Compass" and was originally planned as a five-day raid, but consideration was given to continuing the operation to exploit any success.

Attacking on December 8, 1940, the British Commonwealth forces units struck at Sidi Barrani exploiting a gap in the 10th Army's defenses, attacked south of Sidi Barrani and achieved complete surprise. Supported by artillery, aircraft, and armor, the assault overran the Italian position within five hours and resulted in the destruction of the Maletti Group and the death of its commander, General Pietro Maletti.

Over the next three days, the British pushed west destroying equipment and capturing 38,300 men. Moving through Halfaya Pass, they crossed the border and captured Fort Capuzzo.

Wishing to exploit the situation, O'Connor wanted to keep attacking, however he was forced to halt as his superior, General Archibald Wavell, withdrew the 4th Indian Division from the battle for operations in East Africa. This unit was replaced on December 18 by the raw Australian 6th Division,  the first time Australian troops saw combat in World War II.  Resuming the advance, the British were able to keep the Italians off balance with the speed of their attacks which led to entire units being cut off and forced to surrender.

Continuing the attack, the British wanted to finish what they started - destroying the remainder of the Italian 10 Army, which was retreating from Cyrenaica. 

Pushing into Libya, the Australians captured Bardia (January 5, 1941), Tobruk (January 22). After the fall of Bardia and Tobruk in 1941, the British forces was split with the 6th Australian Infantry Division heading towards Derna, along the coast road and was temporarily halted by the 60th Infantry Division "Sabratha" reinforced by the Libyan paratrooper battalion "Ascari del Cielo" and reserve units.

Meanwhile the 7th Armoured Division going south approached Mechili, a crossroads of strategic importance. On 24 January, a squadron of light tanks from the 7th Hussars headed to the west to cut the track linking Derna and Mechili (north of Mechili) and ran into the new M13/40 Italian tanks of the Ragguppamento 'Babini'.

Ragguppamento 'Babini' attacked the 7th Hussars (composed of 26 Mk VI light tanks and one cruiser tank), destroying six Mk VI light tanks and forcing the others to retreat. The British was able to knock out 2 M13/40s.

The 7th Hussars promptly pulled back, calling for the assistance of the 2nd Royal Tank Regiment which ignored the call for assistance, until eventually someone got their butt kick and the 2nd Royal Tank Regiment got under way catching the Italian tanks that were sky-lined on a ridge, knocking out seven of them for the loss of one cruiser and six Mk VIs.

The principle armour of each antagonist during this battle: For the Italians this was the CV35 tankette (these are the Fiat Ansaldo 35 in the game. Developed from the Carden-Lloyd Mk VI tankette Italy bought in 1929), possibly the M11/39 (though most were probably destroyed in previous battles at the start of Operation Compass) and of course this was the debut of the M13/40. 

The British used the Carden-Lloyd Mk VI's tankette and various Marks of Cruiser tanks (I, II, IIA).  Being lightly armoured, the tankettes were death traps to both sides as they were brutally destroyed. 

Abbreviations that may be used: AF= attack factor, DF= Defense factor, MF= movement factor, VP= victory point, 1D6=one die six sided, CD= card draw, Mk= mark, AT= anti-tank gun, GD= graphics designer, INF= infantry, AC= armoured car, ACTS= activation (what a player can do), ML= morale level, BP= British Player, IP= Italian Player.

Components and Physical Quality: Though the game is a few years old, the graphics are what I would consider "very good gaming graphics" and brought to us courtesy of Ilya Kudriashov, who (IMHO) is one of the top game graphic designers around and in my top 5 of the best GDs out there (that knowledge and $45 should be able to buy you a cup of tea or coffee, but not a beer, anywhere in the world).

There are 56 unmounted double sided counters, .5" in size, and use a combination of NATO symbols and side views of the various armour used.  Each counter is composed of the AF-DF-MF with Armour and AT guns having a "red" AF.  Not all armour has a "red" AF.

The game map is 11"x17" in size, but honestly, the playing area is only 8"x10" with .5" letter/numbered hexes. Shaded in 2 colours, to represent the terrain levels (level 1 and level 2) with Mechilli in the middle. The sand is shaded with various dots.  I would hate to be the GD as I would be blinded by having to place all those dots. 😊

The rest of the game map has the various turn tracks,  the Morale & Support track, and a VP track.  There is also a terrain chart listing the movement costs and a unit breakdown  chart. 

Amount of counters and breakdown: For the British, there are 8 British armour, 3 inf, 1 AT, 1 VP marker, 1 arty support marker, 1 air strike support marker, 1 air strike target marker, 1 arty target marker,  and 1 morale marker for a total of 18 counters.  

For the Italians: 4 armour, 1 AC, 6 inf, 2 AT,  1 morale marker, 1 VP marker, 1 arty support marker, 1 arty target marker, 1 air strike support marker, and 1 air strike target marker , for a total of 19 counters.  In addition, there are 17 "pinned" and "entrenched" (flip side) markers, 1 game turn marker, and 1 "Fog of War" marker, all total 56 counters.  

Addenda: Why yes, yes therre is. 😏

There is one extra addenda not mentioned - The British has two x1 VP markers. The British VP marker needs an x10 on it's flip side. Just add a "0" and it is fixed.  

Of course, here some 8 years later, the addenda has been incorporated into the rules, but just in case you bought yours back in 2016-17, here it is for you. 

Player Supplied Components: Players will need to provide a 1D6 and a deck of cards.  If you are a fan (or not) of HFDG card sets, good news as this game has a set available.  For $11.00 one can have a fantastic card set designed by Ilya.  Just contact HFDG when you order the game.  Better yet, order 4 games from HFDGs and get this card set for free. 😉

And of course, one will have to mount the counters, unless you opt to have this done for you. Not sure of the cost, but it is available. You will still have to cut them out.  Mounting and cutting counters is easy to do and if you need help, there is a short review on this blog that explains how to do this, safelyGo here

Complexity: The game is considered introductory and yes, it is.  But like most games from HFDG there are variant rules to increase the difficulty.  I would suggest that after a few plays to get the game down, add all of the variant rules.  Just remember to read the rules. Don't add to them or over think the rules as most gamers do. Just go by what the rules say. (see 12.0, 12.1, 12.2, and 12.3)

Playing Time: Between 60 minutes to 120 minutes.  Of course play could last longer or shorter, just depends on how fast folks get thru the deck of cards.

Rules: Ah yes, the rules.  Only 6 pages of rules, written in the standard high quality one comes to expect from High Flying Dice Games. 

Setup: A standard deck of cards with 2 jokers and with all face cards removed or just use the card set for this game.  Divide the deck into black and red cards with 1 joker for each player. Italians (black deck) set up first then the Brits (red deck). With only  12 units on the British side and 13 for the Italians, setup is a breeze, maybe 2 minutes?(see 2.0, 2.1, 2.2, 2.3)

Game Play: 8 turns of game play with each turn divided into rounds.

In this game play, the highest card drawn wins the round and the winner gets to preform a number of acts. If the winning player's card is odd, then that player gets 3 acts. If an even card, then 2 acts.  If the CD is a tie, then the player who did not perform any acts in the last previous round can perform 2 acts.  If a joker is drawn, the player rolls on the random events table (last page of the rules).  

When the 2nd joker is turned over, the game turn is over with no one getting any acts. Move the game turn marker to the next turn, reshuffle the decks and then resume the game, unless it is the last turn of the game. (see 3.0 and Random Events when the 1st joker is turned over).

As with all good things, in case the 2nd joker is drawn before all players have activated at least once, discard the joker and continue play until all cards have been used. 

The game can be won by several methods. If, before the game has ended on the last turn, either player can claim an automatic victory by reducing their opponent's ML to 0 (zero) (See 9.0) or if not, on the last game turn the winner is declared by victory points. (see 11.0) 

Activations:  Each act allows either player to do one of the following with 1 unit (see 3.1):
1) arty support (see 5.0)
2) air support (see 6.0)
3) move (see 3.2 and 4.2)
4) assault (combat) (see 4.0, 4.1, and 4.2. If using variant rules 12.1, 12.2, 12.3)
5) entrench (only inf and at units only) (see 7.0 and 4.2)
6) rally (see 8.0 and 4.2)

Note - Basically, one can either do arty support, air support, entrench a unit or rally, moved a unit or assault with a unit. For example you cannot move a unit then attack with the same unit, even if you have more than 1 act available. One will have to wait till the next CD win to move or attack with that unit, again.

GT1 first Activation: The British has the first activation of Game Turn 1. BP rolls 1D6 to see how many activations are allowed.  After these acts are preformed, begin the normal CD. (see 2.2 and 3.0)

Movement: When moving units via the movement act, units must stop when entering a hex adjacent to an un-pinned enemy unit.  Units may not stack, but may retreat thru a hex occupied by a friendly unit, up to it's MF.  (see 3.2 and 4.1)
 
Pinned Effects: Units that are "pinned" cannot activate except to "rally". The pinned marker is removed at the end of each turn, not round. (see 4.2)

Special mention for "assault": Armour and AT units can attack enemy armour up to 2 hexes away and up to 3 hexes away if the armour or AT unit's AF is red and the attacking armour unit is on level 2 terrain and the defending unit is on a level 1 hex. 
 
To figure out the assault, roll 1D6 and modify the DR as follow (and use all that apply):
+? Attacking unit's AF
-1 Target unit in village hex or entrenched(-2 maximum)
+1 Firing unit is in level 2 and firing on unit in a level 1 hex.
+1 Red AF unit firing on "pinned" armour unit.
-1 Target unit is not adjacent
+1 firing through target unit's rear aspect (if playing with variant rule 12.1).
 
If the modified DR is < (less than or equal to) targeted unit's DF nothing happens.
 
If the modified DR is < (less than or equal to) 0 the attacking unit is also marked as "pinned".
 
If the modified DR is > (greater than) the target unit's DF, one of these can happen:
  1. If target unit was "Un-Pinned" it is marked as "Pinned". Place a pinned marker on it. (see 4.2)
  2. If the target unit was "Pinned", it must immediately retreat or take a step loss (reduced). Defending player's choice.  (see 4.1 and 4.2)
  3. A unit unable to retreat must take a step loss. A unit already reduced and must take a step loss or only has one step, is eliminated and removed from the game.  Don't forget to change the "Morale Level" track. (see 4.1, 9.0, and 11.0)

REMEMBER:  There is no stacking (more than 1 unit in a hex) and assault is 1 unit attacking 1 unit. And attacking a reduced "pinned" unit is a sure way of deleting the game counter from the game.

Artillery and Air Support Strikes: I forgot to say something about these rules.  The most important item to remember is that "reduced units" cannot be eliminated by an Air Support Strike or Artillery Support Strike. (see 5.0 and 6.0)

Morale Levels:  This is probably the 2nd most important part of the game. While "assault" is the soul of the game, "morale" is the heart of the game. The Italians morale was shattered when Operation Compass started with masses of Italian troops surrendering as the campaign went on.  However as stated before at this battle, the Italians were better lead and fought like wild cats. 

In this regard, Paul was able to capture this through the use of the changing "Morales Track".  And it's importance cannot be over stated. Pay attention to morale levels in the game.  As soon as it becomes"0" for either side, the game is over. (see 2.0, 9.0, and 11.0).

Fortunes of War (FOW counter):  This is the mulligan for the game.  The British controls the counter on turn 1 and can be used once per turn, during any round. After it's  use, the counter goes to the other player, to be used starting the next turn.  The FOW doesn't have to be used, but it represents the "lucky rabbits foot" (unlucky for the bunny though!). (see 10.0)

Summary:  Well, that's it.  Been sitting on this one for awhile as I have been busy.  But enough on that, this game is what I am talking about.  

Sound and Fury is a small, well-thought out game, without a lot counters. And that is good.  A card draw system is used, which if you follow this blog, you know that I prefer this to the i-go/u-go gaming standard for movement and combat. 

In this game, one has air support, arty support (Italy really loved and used artillery), movement, combat (assault), entrenching, and rallying. One also has morale playing a huge factor in the game as the Italians did surrender a lot during Operation Compass, except at this battle... they fought like wildcats.    

Unfortunately for the historian, most of the Italian 10th Army OOB was lost when the army was decimated. One can find the information, but it is difficult and very time consuming as unfortunately most English sources may have errors. But, thankfully these days, historians have preserver in hunting down this information along with people who are translating the Italian papers into English.  Sorry, but Italian history of units in WW2 is just as important as the US 101st.

Paul in his experience, both as a historian and game designer, has found several reliable sources and was able to design this game. I would recommend the three sources listed in the game rules. Also I have found the site "Comando Supremo - Italy in WW2" is probably one of the better places to start if you use the web and will have other sources, especially the Italian sources. 

I do have another 2 sources to add -

  1. Le Operazioni In Africa Settentrionale Vol 1 - Sidi El Barrani (Giugno 1940-Febbraio 1941) by Mario Montanari (Operation in North Africa Vol 1) (1st Edition in Italian, 2nd Edition in English)

  2. Fallen Eagles: The Italian 10th Army in the Opening Campaign in the Western Desert, June 1940 - December 1940 by Major Howard R. Christie, USA. Combat Studies Institute. 1999.

Operation in North Africa Vol 1 is directly from the Italian side.  Mr Montanari spent years interviewing actual Italian and British participates in the 10th Army recreating the lost 10th Army OOB.

Source #2 is also very good giving a good amount of history of the Italian Army going back to 1911 and again various sources were used by Major Christie as this was his Master's thesis.  Though Major Christie covers only up to December 1940, don't let that stop you from reading this. The history prior to Operation Compass and the "why's and there-fore's" of Italy's thinking can give you something to ponder on. 

You should be able to find these sources pretty easy.  

I do hope you enjoyed this review. I also hope you get Sound and Fury and enjoy that game too.  

Arrivederci miei lettori,

-ab

Here is a Player's Aid I was working on many years ago.  It is still usable if you would like to use it.  Prints out on 8.5 x 11.0 sheet of paper. 




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. Also, this is my opinion, right or wrong.  

Yes, I found my notes. I write everything down as I can't depend on my memory these days.  This review was updated today, 4/25/2024 to incorporate these notes.  Basically they are items I found challenging and had to write down. 😟

15.4.19

Race for Manila, the Philippines Campaign, 1941 - 42


Title:
Race for Manila
Price: $*
Designer: Yasushi Nakaguro (2012)
Publisher: War Drum Game, (2018)
US Seller: Quarterdeck International Games

Subject and Scale: 
A game about the Japanese invasion of the Philippines in 1941. Scale looks to be grand operational scale as one doesn't worry about supply. The Imperial Japanese Army (IJA) units are Regimental in size while the U.S. Army Forces of Far East (units comprised of US Army and Filipino personal (Allies) are divisional in size, except two - the 45th Infantry Battalion and the most famous of all Filipino Regiments, the US 26th Cavalry (Horse) Regiment. This was the last of the US Army Horse Cavalry and actually the best trained and equipped military unit in the Philippines. (note - not my view, but that of the US Army and General Staff and the Philippine Government).

Map Area: Majority of the island of Luzon, Philippines.

Components and Physical Quality:  
Components include some of the nicest mounted counters, I have ever seen. They must be laser cut, Jack pointed out to me that these counters are not laser cut, but very well die cut as the counters fall out of the the tree, very easy. They are 15mm in size, very good for those of us with large hands to grasp and move about. No clean up is needed. Counters are single-sided.

The counters include seven IJA units, nine Allied units, one game turn marker, seven "Fatigued" markers and three variable victory conditional markers for each side.

The game map is aprx 10 1/8" by 14 5/16" in size and very well done. Each hex is 20mm and not overly big.  Hexes are outline in white, with the IJA beachheads (where the IJA units can land as they are off map in the IJA Holding Box). The Allies setup hexes are printed directly on the game map. Ports, towns, Manila city, airfields, and of course Corregidor, are printed on the game map.

Included are the game rules and an errata 1.1 sheet. The top half of the sheet (for possible gluing to the game map) has the various game charts (such as terrain and CRT) in English. Be aware that this sheet is not the same size of the area to cover, so I just kept it separate. Also on this same sheet are a few lines of errata.

There is also either Hanzi or Kanji (Kanji is the Japanese name for the Chinese writing (Hanzi). Words may be written the same, but they are pronounce very differently) written on the game map and rather than distract, it adds to the game, imho. I don't know which as the game was originally from Japan and then picked up by a Chinese wargame company. I have to plead ignorance here as I am not a fluid speaker of Hanzi or Kanji.

Complexity (scale of 1 -10):  The game is rated as introductory. Once playing of the game has started, one will realized it is anything but introductory. I give this a "3" as the Allied player will be thinking and planning.

Gamer Versions/Scenarios:  There is only one version of the game, with no additional scenarios.

Setup Time:  About 10 minutes, if that long. One will take more time trying to open the beer than setting up.

Playing Time: My games ran anywhere from 30 minutes to a couple of hours.

Solitaire Playability (Scale 1 to 10):  5 to 7.  Not very well suited for solo play due to the use of the three variable victory condition markers on both sides. One could always just blindly pick the other side's variable victory condition marker and play where the non-human side must move towards the nearest enemy unit, but what fun is that? This is one of those games where two players are needed.  But where there is a will, there is a way and I would be interested in hearing from you on how you solo this game. 

update -
changed to a 7. I found a way to play solo. 😊

Rules:  The rules are four pages in length, in English, and are satisfactory. Since they are translated, they are a little rough in a few areas, but reading thru them a few times will make sense of what is being said. There are nine cases (i.e. "headings") from the "Intro" to "Combat" with good examples of play where needed.  And if you have a problem, Jack Greene is only an email away and he will cheerfully answer your questions.

Play-Balance:  The game, of course, highly favors the Japanese.  Out of my 10 games, the IJA player won 90% (yup, that's right, 9 out of 10 times).

Description of Play:  On Game Turn 1, only the IJA players has a turn (rule 5.3.1). From game turn 2 to the end, play is as follows:
  • Allied Player
    • Either Movement phase or Combat phase.  (yes, one or the other)
    • Recovery Phase.
  • IJA Player
    • 1st Movement phase or Combat phase.
    • 2nd Movement phase or Combat phase. Cannot conduct same phase two times in a row in a player's turn (ex - two movements in the same turn).
    • Recovery Phase  
  • Air Combat Phase (see rule 4.3)
That's it.  And yes, The IJA player has 2 movement/combat phases and a few other surprises, such as not being one hit kills (an IJA unit can take several hits before being removed from play). In addition, there is no stacking of units.

Other Games Possibly Available:  After much searching, I have a found a few other games on this same subject, where the 1941 Japanese campaign for the Philippines is the main subject and not an offshoot of a strategic Pacific War game. Here they are-
  1. Bushido Denied is a wargame of the WWII campaign fought for the control of the Philippine Islands from January to May, 1942.  Bushido Denied is actually two games in one package, one game covers the Bataan Campaign and the other game on the battle for Corregidor. You can play them separately or combined to cover the entire campaign.  By High Flying Dice Games. Includes two 11"x17" game maps, 16 pages of rules, a Player's Aid Chart, 286 double sided counters. Cost is $20.95.  How did I miss this game, I do not know. Mea culpa.
  2. The Damned Die Hard by HMS/GRD (European)  A game in the Glory series that covers the 1941-42 campaign for the Philippines. The new operational and tactical naval system will be used in the game. Includes separate smaller-scale Bataan scenario (on its own map) and several ‘what-if’ scenarios that explore possibilities of varied additional reinforcements for both sides. Includes 9 quarter-size maps, 3 counter sheets (840 counters).  Price: $65 Product #911 (and lots of $$$ for shipping from Europe, just warning ya)
  3. The Battle for the Philippines: Bataan (1973) by Balboa Game Co (out of print and I don't believe Balboa is in business anymore).
  4. Fall of the Philippines: MacArthur’s Defeat, 1941 by Minden Games (Panzer Digest #9, out of print).
  5. Bataan! is an operational-level game of the 1942 battles on the Bataan peninsula of the Philippines in WWII. Uneven player turns and Special Events, determined by random chit-pulls, combine to create a tense, hard-fought campaign. By Compass Games (unfortunately. out of print).
  6. MacArthur: The Road to Bataan covers the battle of Luzon Island during the winter of 1941-1942. Paper Wars Issue 90, still available. Thank you Jack for pointing this one out.
If there are any other games that cover the invasion of the Philippines 1941 and just not Corregidor, I would be happy to hear about them.

History of the Invasion:  I am not going to go into the history, as anybody who plays WWII games will have at least one or two if not more, books on this particular subject.   And if you don't, click on the link to the left, it will take you to the US Army Center of Military History Online where you can read up on the invasion and battle in CMH pub 72-3.  BTW, that is public domain and you can download the .pdf for free. Plus it is very well written.

Evaluation:  Though the game came out a few years ago, it is one of "those" type of games that just doesn't go out of style or play. And in this latest edition, I believe more people will have access to this game.  The graphics are well done.  The rules are good, as is the game's concept. I am giving this game an 8 out of 10. Beautiful graphics, game map, counter, etc. Rules that are good. Honestly, one can't go wrong with this little gem.

Summary:  The Allies will get walked over and beaten most of the time. Depending on how each side picks one of their victory condition markers will depend on the Allied victory or not. Historic, yeah, but not fun.  However, this is actually good, as it is not one of those games that is easily figured out. It will make one think.

There is a rule called "MacArthur takes Command" (rule 5.3) that allows the Allied player to have a secondary movement or combat just like the IJA player, except the Allied player can preform the same phase twice in a row (i.e. two movements or combats for example), but only once from turn 3 onward. And this takes the sting out of lack of movement and combat like the IJA player has. There is another rule that comes into possible play on game turn 5. This is the Allies declaring Manila as an "Open City" (rule 8.4). This allows the Allies one extra movement point and Allies can use the infiltration movement (rule 6.2.3) like the IJA player.   And I failed to mention that in case of a tie in victory points, the Allies still win.

About the only quibble spots I have is the weakness (both combat and movement) of the Allied units and the non-ability to move and have combat once, much less twice.

Of course, the non-ability to both move and have combat for the Allied player, could show the lack of equipment, whether transport or prime movers and/or the age of equipment and/or lack of training of the Allies in the Philippines and the training of the Japanese troops. Up to this point the Allies had not fought a major war for 23 years, while the Japanese units in the game are seasoned. And for this reason, I can understand why the rules and combat factors and movement allowances are the way they are.  

Though General MacArthur was making himself a pain in the butt to the Chiefs of Staff in the US with requests for more troops and equipment, including tanks, since he took over command in the summer of 41 and was getting them, there just wasn't enough time to receive the personnel or train them to a higher combat readiness. It was also believed that the Japanese would not invade until April or May of 1942.

But, I do disagree about the 26th Cav Regt's movement allowance, as this unit was the most trained, mobile, and professional of all the units (Filipino and US) in the U.S. Army Forces of Far East.  If the Japanese can have a movement allowance (ma) of 4 with bicycles, then the 26th should have a ma of 4 with horses, if not more and be able to both move and attack.

The die roll at the end of a game turn for Air Combat simulates in a very easy manner on whether the Japanese can move their aircraft out of this theater of war to another. Even though the Japanese totally destroyed the Allied air, they couldn't take a chance that they didn't.  To keep the IJA player on their toes, VP is awarded for remaining Allied airfields until they have all been captured.

Neither side can afford to be lazy. The Allied player must plan and make the IJA player pay for every hex they take. The "MacArthur takes Command" rule, as well as "Open City" for Manila can be a boon for the Allies and the bane of the IJA.  The IJA player must plan out his strategy and be willing to modify his/her plans when Turns 3 and 5 take place. Regardless, the capture of the Allied airfields will deny victory points to the Allied player. 

For it's price, and honestly, the lack of counters (I like very low counter games), and the simple but elegantly thought out rules, make this game a steal.

Yes, please do note this is a new format and one I will be using from now on.  Let me know if you enjoy it or not. 

Here is a graphic of additional units that I made for the game.  War Diary magazine put them in an issue!  WOW, an honor for me.  If you use, remember that they are copyrighted, not for sale, but you can give them away.



-ab out 

Note: updated Oct 3, 2019 to add an addition Philippine game. Keep them coming!!!!  Updated May7, 2019 for English and to clarify a couple of thoughts.


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.

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.