Showing posts with label Air. Show all posts
Showing posts with label Air. Show all posts

5.2.21

Hitting Home

What if... This game asks an interesting question, what if members of the Tripartite Pact (aka Axis) had attacked deep inside North America?  Where would this be? What place, if attacked, early in the war, say 1942, could have made the war last longer or possible brought the U.K. and/or the Soviets, then the US to their knees and sued for peace?

One of those places is the subject of the latest game from High Flying Dice, LLC. Called "Hitting Home - Axis Raids on the Soo Locks, 1942 & 1945", a "what if" on an Axis aerial attack on the Soo Lock system located on the St Mary's River (between Lake Superior and Lake Huron) at Sault Ste. Marie, Michigan and Sault Ste. Marie, Ontario.

The locks were well guarded as members of the 131st Infantry and 100th Coastal Artillery had begun arriving early in 1942. They were armed with anti-aircraft weapons and used 60-inch searchlights to patrol the sky. 

Shortly afterward, the 399th Barrage Balloon Battalion arrived to do their part in the defense of the locks. Their barrage balloons were anchored in place 2,000 feet above the locks by inch-thick steel cables, for protection from low level aircraft (no balloons in the game, drat.). Steel mesh nets were installed underwater above and below the locks to guard against torpedo attacks that might be used on the lock gates. 

One of the local jokes in the Sault Ste. Marie area was that the amount of AAA and barrage balloons on one's property dictated one's status in the community.  

A one time attack could possibly caused problems for a week or more, as a fallen rail bridge did on October 7, 1941.  Ships were backed up and in anchorage below and above the locks, while the bridge spans and train were cleared from the area and parts of the locks repaired.

With roughly 90% of all iron ore coming from the northern iron regions destine for the steel factories in the east, a surprise attack might disrupt enough shipping to the point of less ore for the manufacturing of munitions, armor, guns, weapons, and aircraft being available for the war effort, whether lend-lease or general use for the US forces.   

Note - this attack would need to be sustained not only by aircraft bombing, water mining, and by saboteurs at the Soo Locks, but also up and down the St Mary's River.   

Wait a sec, there -ab, there are rails and highways. America would just move everything that way.  Possible but... besides shipping on water, the next best thing for inter-continental transport in the US at this time was rail. And rail was too busy with transporting pretty much everything already across the country. There were not enough engines (locomotives), rail cars, or rails to move all the iron ore required and move everything else. Air Transport was not available in the quantity needed. The road system, honestly, was a shambles across the country, nor was it high speed.  It would take too long to deliver the amount of ore needed to keep the mills going and would create back-logs in every type of war goods shipping.  This river system and its locks are needed for steel.  Also, never think that the US is not bless by having all the waterways we have, like the Great Lakes, Mississippi and Missouri Rivers to name a few.

Government thinkers thought a one way bombing run from Norway was possible. Other thoughts were aircraft being brought into Hudson Bay via German transport ships and used, as in the game.  

Another thought (mine), in 1942, the Japanese had several very large, very long range bomber-type float planes that could have made life hell for the continental United States. Mavis (H6K) and Emily (H8K) flying from Japan, refueling from subs, then to Attu and Kiska Islands that Japan had captured, refueling and with 10 or more of them flying in fuel, crews, equipment, and munitions for a small sea plane base on one of the many large lakes in Canada. Attu and Kiska could have been used for stockpiling men, equipment, and supplies and used for transporting to somewhere in Canada. Far fetch? Probably, but lucky for us none of this was ever implemented by the Axis high commands and this is where the game comes into play...

Title:  Hitting Home, Axis Raids on the Soo Locks 1942 & 1945
Price: $*
Card set Available: Yes
Designer:  Paul Rohrbaugh
Graphics Designer:  Bruce Yearian
Publisher:  High Flying Dice Games, LLC
Published Date:  2020

Note: $* I don't know the price as it has changed.

The Game:  Hitting Home is an introductory air game using High Flying Dice's tried and true air war gaming system. Other games HFDG based on this system have been reviewed here, such as Fighting Eagles and Honcho, among a few others. This latest version is no slouch when it comes to being easy to play and IMHO, fun. Also, the game graphics are top-notch as only Bruce Yearian can do (sorry, though other graphic designers have done a few of these games, and are good, IMHO Bruce is the one who just does it right).

Components: (Rules 1.1, 1.2, 1.3)  Each "Hitting Home" game is comprised of the following:
one 8.5" x 11" "Raid" map
one 8.5" x 11" "Air Strike" map
one set of rules (4 single sheet pages!)
one set of 50 unmounted counters

Player Supplied Components:  The player will need to provide one D6 and a deck of cards.

Miscellaneous:  Of course, HFDG has a card set to replace the deck of cards, that is available for purchase at $9.  Mounting of the counters is available for $6, but you will need to cut them out.

aren't they pretty?


Counters:  50 unmounted, mostly double-sided counters consisting of:

18 1" counters  double-sided
7 US Aircraft (2 P-36; 2 P-40; 3 P-47)
3 US AAA (representing the 100th Coastal Artillery)
2 German He-114 & 2 He-115 (for 1942 Scenario)
4 IJN M6A (for 1945 scenario)

20 1/2"  markers double-sided
7 "Very Low / Low" altitude
7 "High / Very High" altitude (note - Aircraft at Medium altitude do not need a marker)
2 Victory Point markers - 1x, 10x German / Japanese
4 "One Attack Left" German / Japanese (for bombers)

12 1/2" markers single-sided
    3 "Guns Jammed"
    3 "Lucky Shot"
    1 Target
    1 Sun
    1 Air Defense Level
    1 Turn
    1 German Base / 1 Japanese Base

Note - Yes the rules say 43 counters/markers. But if I can guess, there are extra two Guns Jammed, two Lucky Shots, one extra Allied aircraft, and the other extra counters could be the Japanese Victory Point markers and Japanese Base. As the Victory Point markers for the German/Japanese and the German/Japanese base marker could have been made universal, requiring only one set.  No biggie, as more is always better. 

Setup: (Rules 2.0, 2.1, 2.2, 4.1, 4.2)  After figuring out which scenario (there are only two - 1942 scenario or 1945 scenario) will be played, markers (counters, whatever), are placed on the Raid map and  four Allied 1942 aircraft placed in a cup to have three blindly pulled (if playing the 1942 scenario.). If the player puts the game and counters into one of the 2" box and gaming trays as sold by GMT, set up will be F-A-S-T and storage of the game, sweet! 

Play then is resolved on the Raid Map to see what the final ADL is for the Allied player.

Raid Map: (Rules 3.0, 4.1) The "Raid" map adds a new flavor to the Eagle series of games by using an "overall" map that shows the "Attack" base of the enemy to the target area via a series of "Ingress/Egress" boxes, "Box 1" and "Box 2". These boxes serve as possible areas that might spot the enemy and alert the "Target Area". 
 
As the Axis aircraft are moved from box to box, a D6 is rolled to determine the Air Defense Level (ADL). Depending on the ADL (from 1 to 3) and recorded on the "Game Record Keeping Track" that is on the "Raid" map, when the Axis player reaches the target area, this final number will decide how many aircraft and AAA units are available at the start of the game for the Allies. Plus it dictates how many black cards will be available for card draws (action points and combat) for the Allied player.  

For example in rule 4.1, if the ADL is 1 when the actual game starts on the "Air Strike" map, the Axis player will have 2 Axis air units that start on the "Air Strike" map on any North edge. Only 1 Allied AAA unit is in play and placed. No Allied air units are available for play at start (south edge of Air Strike map). The cards are shuffle to make the game deck using all the red card for the Axis player and both Jokers. However, the Allied player only uses the black suite number cards 1 to 5 and all black face cards. One Allied air unit will arrive on turn 1 after the first Joker CD (card draw) and another Allied air unit will be available at the start of turn 2 as a reinforcement.  This is not good and shows what could happen if unprepared for an attack.  

Can this happen in the game? Well, it did for me in several games - it is tough!  Plus the 1st Joker wasn't turn over until close to the end of the 1st game turn - when I received my 1st aircraft. And the Axis player got the "Enemy Guns Jammed" random event. Yes, the Soo Locks were bombed and out of commission. 

Again, almost the same thing happen on the second game. 

By the 3rd game, I made sure that those Air Raid Wardens were sent to better duty in the middle of the Everglades with no insect repellent, leaky rubber boots, and no boat. Yes, I changed the 6 sided die as payback is a mutha.

Yes, both boxes will be rolled for. The marker for the ADL is placed on box 1 of the Game Record Track. If the Allied player is lucky for the first I/E box and rolls a "1", then the ADL marker is advance to "2" on the Game Record Track and so on for the 2nd I/E box. "3" is the max.  

Air Strike Map
(Rules 4.0, 4.1, 4.2)
This is the actual game map for combat.  It is a very nice overhead shot of the Soo Lock area divided into 8x8 squares. It does show an extra lock that would not be available for the 1942 scenario, but is available for 1945.  This is the MacArthur Lock built in 1943 by the Army Corps of Engineers, in an impressive feat of engineering.   

The Axis will enter play on the North side and the Allied Player on the South. 

One needs to place the sun marker by rolling 1D6. Believe it or not, this is important as the sun adds or subtracts  modifiers for attack depending on where it is place.  See 4.2 for this.

Cards:  (4.1, 5.0, 5.1, 5.2, 5.3, 5.4, 5.4.1, 5.4.2, 6.0, 7.0)  A deck of cards is used to regulate who gets to move and/or have combat and the amount of Action Points. If you read this blog very much, you know that I actually prefer and like this system for game play instead of the usual chit pulling or the Igo-Ugo play style.  Some of HFDG games use all cards in one deck or 2 separate decks. This game uses all the cards shuffled together.   

The Axis player uses all of the red card suite (Ace to Ten and all Face cards), while the Allied player uses the black card suite (Ace to Ten and all Face cards), but the amount of black cards this player receives is dependent on the ADL as mentioned above under "Raid" map (4.1). Two Jokers are added and all cards are shuffled together. Each time a card is drawn (CD), the player whose colour is drawn gets to act, whether movement and/or combat and for the amount of "Action Points" available to be able to do this.  

To figure out the amount of  "Action Points" (AP), when an Ace to 10 card is drawn, divide the card number by 1/2 and round up. For example, an "Ace" is 1 AP, while a "5" is 3 APs and a "10" is 5 APs. These APs can be used for up to three aircraft counters for movement or attacking.   

Handy Dandy Card Values:  Action Point Ace to 10 Card Values Black (Allies) or Red (Axis) suits. To figure out the Action Points, (1/2 the CD rounded up) to be used for up to 3 aircraft that the player wants to move.

Face cards allow one aircraft counter three action points and either an attack against a AAA site (Red) or an AAA attack against an aircraft counter at low or medium altitude (Black).  

Note - this is the second air game of Paul's using this in the Eagle gaming system.  The first is Desert Eagles, a game that I have played but just didn't review. One of these days, I will need to correct that oversight.

Jokers are important. The first Joker CD (whether for movement or combat) allows a random event (only once per game if used) and releases an aircraft for the Allies and the reminding two aircraft for the Axis on game turn one.  

The second Joker, again for either movement or combat, either ends the game turn or the game after 4 game turns. However, if both players have not had a chance to preform an action (i.e. move/combat for aircraft or attack/fire AAA) then the card is discarded and play continues with a new CD.

An aircraft movement chart is on the page 4 showing the possible moves and AP cost for each move. Remember to start in the center square. And bombers can't preform the last line (pulling loops).

Combat: (Rules 5.2, 5.3, 5.4, 5.4.1. 5.4.2)  No, I am not going to list them. The rules are short enough.
for air combat see 5.2.
for AAA combat see 5.3.
for Bombers bombing see 5.4,
for Bomber defensive fire see 5.4.1
for Japanese Kamikaze attacks see 5.4.2.

End of Game:  (Rules 3.0, 7.0, 8.0)  The game is over, either by no Axis aircraft on the Air Strike map, or at the end of the 4th game turn. Axis aircraft are the only units that can exit the North edge of the Air Strike map. 

The surviving Axis air units are returned to the Axis Base on the Raid map.  A DR is made for each unit and the base against the current ADL. If the DR is greater than the ADL, the Axis unit or Base is unaffected. If the DR is less than or equal to the ADL, the Axis unit or Base is destroyed and VP is lost. 

Victory points (8.0) are tallied for the Axis player to see who wins. 

Rules:  The rules are 4 pages in length. As usual, the rules are well written with only a little bit of possible addenda needed, none of it is a game breaker, just a very casual observation and not official from HFDG.

Under 1.1, 50 game counters, not 43. Just a few extras incase you lose one.

Under 4.1, (second column) Target marker is placed in one of the four red shaded squares, not red sided squares.

Under 5.0, the player whose face card is drawn, in addition to having 3 APs for one aircraft, can also either attack (Red face) 1 AAA unit (any altitude) or attack (Black face) with one AAA unit at an Axis aircraft at low or medium altitude. Though it is mention for the Axis player, it isn't for the Allied player.

And some other happy thoughts (yes, I watch Bob Ross)-

  1. Random events happen only once per game.
  2. Pay attention to the Movement Costs chart on page 4 of the rules.
  3. There is also a handy List of Combat Modifiers on page 4.

My Impressions:  First, is it a good game? Is it fun? Is it quick? Will it break the bank? Yes, to the first three and no, to the last. It is simple, not simple minded. It is inexpensive, not cheap. And it has a lot of smart thinking (i.e. good ideals) in it.  I like it, especially with the addition of the "Raid map". This adds that something extra that is needed and makes the game interesting with varying the amount of Allied response from game to game for playing on the Strike Map.  It can get rough if the ADL is a "1" for the game, though.

Any suggestions for play:  I really can't give you any ideas on how to play the game, except the following - for the Allies, hope your plane spotters can give you advance warning (an ADL of 2 or better a 3).  The more aircraft and AAA you get, the better.  Since this is the continental US, up in the middle of the Great Lakes area, "aces" are nonexistent (they are either in the Navy out in the Pacific or across the Atlantic, learning the trade).  

For the Germans, "bombardiere so schnell du kannst und hol die hölle von der karte".
loosely translated - "bomb quickly and get the hell off the map"

The Japanese are sort of the lost ducks to the party.  You have ok aircraft, but you will be facing P-47s. Just do your best.  Will you just do the normal bombing or has kamikaze fever gotten to you? Or will you say "fudge that", bomb, then land at a different lake,  take your chances as a P.O.W., and go to Hollywood after the war?

What I would change...  Well, nothing earth shattering, as everything is HIGHLY functional as is. However, if I could, I would make the altitude markers counters 1" in size. They do need to be bigger to be able to read the fine print. Even with reader glasses, I have to pick them up to read. 

I would also make the Victory Point counters generic and have one as a X1 and one as X10, not double-sided. This would make record tracking for VP easier. And only one marker is needed for Axis base. But this is just me.  As mentioned before, everything works as is. 

Well, that is it for this review. It is a fun game and really for the cost, and mounting the counters, well worth it.  

-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.

30.1.18

Dueling Eagles: Aerial Combat over Malta

The Game:  "Dueling Eagles" is an exciting pocket game from High Flying Dice, LLC, that covers the first couple of air raids by the Italians over Malta. With it being part of the "Eagles" series of aerial combat, it does share a lot of commonality with all the other Eagles' games.

"Dueling Eagles" is designed by Paul Rohrbaugh, with graphics design by Nils Johansson. It took me about three mins to find a map of Malta and I was able to find the area that Nils used for the game map - the "Grand Harbor" but more specific "French Creek". Right down to the forked ship dry docks. (that's a plume of black smoke, btw.)

It is an introductory level game, with one page of rules and an equal small amount of counters with three aircraft each for the Italians and the British, three AAA markers, a game turn marker, altitude markers, and a target marker, for a total of 18 double-sided counters. It is played on a very beautiful 8x8 grid game map of Malta's Grand Harbor area. Of course one needs to supply a deck of cards (or order the card set made just for this) and a 1D6.
One can order this card set for $*, but I would strongly urge you to buy the card set when you buy another game or buy four games and can get this game card set for free.

I seem to be always pushing these card sets and here is the reason why - besides having the action points correct where one does not have to do the math, they do have nice art on them, and things like (for example) Italian can attack any AAA. Basically, they replace the math and having to remember red or black face card rules, etc. The cards make life a little easier. Reminds me of a jingle that a certain fast food restaurant who shall remain nameless stole from me, so many years ago (bun wishes!). If I remember the words right when I wrote it so long ago - "Take life a little easier with High Flying Dice Game card sets".

Now, I hope you are wanting to get this game, but how? It's a pocket game and the majority of them are free and given away when one buys a game from either LPS, Inc or HFDG. Aye, there's the rub.... 

Game Setup: Setup is a breeze, as is all pocket games. With only 18 counters to worry about, it takes a mere 90 seconds to set up, as compared to the hours to figure out what to play, lol.
  1. Grab your coffee or high octane soft drink, a deck of cards (or the Dueling Eagles Card set), a 1D6, and the game. Pizza or chips is optional. Don't forget to sleeve the cards!
  2. Shuffle the card deck with one joker. 
  3. British player picks the three sides that are friendly. 
  4. British player places two AAA in corners of these sides and places one AAA in one of the center four squares.
  5. British player places the "target marker" in one of the center four squares, but not the same square as the AAA marker.
  6. Italian player places his three aircraft on his side board edge in any square, at any level.
  7. Lastly, the British player places one non-ace Gloster Gladiator and the Fulmar aircraft in any square on the British side board edge, at low, medium, or high level, opposite of the Italian Players aircraft.
  8. The Ace Gladiator enters at any friendly map edge at the start of turn 3.
  9. Italian player gets the first card draw (CD). If a joker is drawn, dis-card and ignore it.
Actions:  Since a deck of cards is used for both movement and combat, one deals (sorry for the pun) with Red face cards, Black face cards, Red suits, Black suits, action points, math, and other stuff.  All cards are used except do remove 1 Joker out of the deck. Of course, the purchase of the genuine HFDG card set for this game (oh brother, here he goes again!) takes care of having to remember all this.  Also, don't forget to download the Action Point player's aid available for download, as some of this information is on there, too, just not as pretty. But in the mean time, here we go for:

Movement:  The Italian player uses the black suit and the British player uses the red suit of cards.
  1. No player's aircraft can spend more AP's than it's attack factor.
  2. The Italian player has first card draw (CD):
  3. Any aircraft that exits the map are out of the game.
Air Combat:  Combat is voluntary.
  1. If attacking, an aircraft must:
    1. Move at least 1 square or change level before attacking.
    2. Aircraft can only expend 1 AP per CD to make 1 attack.
    3. Aircraft have a weapons range of 2 squares. 
    4. No combat is allowed if the aircraft being attack is in the same square.
    5. Attacker must designate the defending aircraft and the attacking aircraft.
  2. To resolve combat, see the rules.
    1. For AAA, consult the AA rules in the game under "AAA".
    2. Same for Bombing. I don't want to print all the rules here.  :)
    Game Length:  The game lasts for four turns
      1. 4 turns (or card deck shuffles) OR
      2. ends early when no opposing aircraft are on the map OR
      3. for the British player all AAA is suppressed.
      4. The game turn ends immediately when a joker is drawn for movement or combat 
      5. or all cards have been drawn.
     Winning:  After four turns have been played the game ends.
      1. the Italian player wins.
        1.  If the Br.20m bomber successfully bombs the target or
        2. the Italian player has destroyed any of the British aircraft without losing any Italian aircraft.
      2. British Player wins  if the target marker is still on the map or if the British player destroys more than 1 Italian aircraft.
      3. Otherwise the game is a tie.
    Addendum:  Amazingly, this game is free of any type of errata.

    I have found though that when the rules in the pocket games don't state something, it is pretty much safe not to worry about it and just play the game. 

    There might be some ambiguity (pretty sure 99.99% of not having any ambiguity at all) in one or two rules, but they are usually answered somewhere in the rules. And of course, any disagreements can be worked out with both players either just agreeing, or drawing cards (highest wins of course) or a friendly roll of the die, before play begins or a friendly duel with either swords, pistols or fisticuffs... hmm, best to stick to the rolling of the die.

    I need to add, that Mr Colin Parker graciously allow the use of his painting "Faith, Hope and Charity" on my review. It is one of the few paintings that draw me in so close, it is like I am on an Italian bomber seeing these Gladiator aircraft flying at me. It is awe inspiring.
     
    A bit of history, mate...  Malta is 17 miles long by 9 miles wide comprising of several islands. At the time of June 1940 Malta had a population of around 250,000 with all, but 3% to 4% of the population being native Maltese. Of these, most of the inhabitants lived within 4 miles of the Grand Harbor, where the population density was more than six times that of the island average. Among the most congested spots was Valletta, the capital, and also the political, military and commercial center, with about 23,000 people that lived in an area of around 1/4th of a square mile. Across the Grand Harbor, in the Three Cities, where the dockyards and the Admiralty headquarters were located, another 28,000 people were packed into 1/2 square mile. It was these small areas that suffered the heaviest, most sustained, and concentrated aerial bombing in history.
     
    Malta’s strategic location made it a key stronghold in the Mediterranean theater from which the Allies could wage their North African campaign and from which they could launch their eventual attack on Italy. On June 10th, 1940 (the day after Mussolini declared war on Great Britain) Italian bombers attacked Valletta and its harbors. The Regia Aeronautica began the aerial bombardment of the island from airbases in Sicily. On the first day, 55 Italian bombers and 21 fighters flew over Malta and dropped 142 bombs on the three airfields at Luqa, Hal Far and Ta Qali. Later, 10 Italian Savoia-Marchetti SM.79s and 20 Macchi C.200s flew over the island, with no air opposition.

    A total of eight raids were flown on that first day. The bombing did not cause much damage and most of the casualties suffered were civilian. No interception of the raiders was made because there was no RAF force ready to meet them. There were several airfields, the problem was lack of aircraft. RAF Hal Far, RAF Luga and RAF Ta'Qali were operational, with only RAF Luga having Tarmac runways. The others were grass or sod/hard packed dirt and affected by the weather.  Besides having airfields, there were several seaplane bases, of no use to the defense of Malta.

    Even without adequate aircraft, at least one RAF Gladiator flew against a raid of 55 Savoia-Marchetti SM. 79s and their 20 escorting fighters on 11 June. It surprised the Italians, but the defenses (AAA), almost non-existent on the ground and in the air, failed to impede the Italian force. On 12 June an Italian aircraft on a reconnaissance flight over Malta was shot down.

    At the time of these first air raids, the defending fighters on Malta consisted of obsolete Gloster Sea Gladiators, in the Hal Far Fighter Flight. Ten Gladiators in crates for transit were assembled and no more than three aircraft flew at one time. These were called 'Faith', 'Hope' and 'Charity'. The pilots for these aircraft came from flying-boats and other aircraft with no experience of fighter operations. One Gladiator was shot down but the rest managed to shoot down several Italian aircraft.

    Most of the things I am not touching on is how the island almost fell, or how the people were starving and the brilliant timing of a naval convoy that was torn to pieces by wolf packs made it with enough food and supplies for the population.

    Here are a few books you might find interesting:
    Fortress Malta: An Island Under Siege, 1940 - 43* (Hardcover) by James Holland
    ISBN-10: 1401351867 ISBN-13: 978-1401351861

    Siege: Malta, 1940-1943 (Hardcover) by Ernle Dusgate Selby Bradford
    ISBN-10: 0688047815 ISBN-13: 978-0688047818

    Malta During World War II - The strategic role of the island during the conflict.  by Charles Debono (paperback and this is the curator of the Malta Museum. If anyone knows the history, it is this man) ISBN: 978-99957-67-39-6
    *note - book in my library

    Time for the ratings:
    Complexity of the game =  LOW with med moderate overtones.
    Solitaire = HIGH (very little work is needed)
    Fun Level = VERY HIGH (the only thing missing is Prosciutto San Daniele!)
    Nail biting = 8 fingers worth, starting on the 9th but it was saved.
    Length of typical full game = 1/2 hour (30 minutes) to 1+ hours.

    Out of the 5 games I have played 1 Italiano win, 2 Brit wins, and 2 draws. Both sides won and lost, It is pretty even, just the luck of the draw, as it always is, in game and real life.

    Adapting the Game to miniatures:
    With the game map having squares, it would be very easy to adapt this game to miniatures. 

    Thanks for reading!

    -ab out 
     

    6.1.18

    Showtime Hanoi

    Showtime 100 verses Colonel Toon

    This is the little game that began the "Eagles" gaming system.  Though only 4"x6" in size, counters that have to be cut out, rules so small, one needs a telescope to read, one would think, "self, what the fudge, is this?", and the answer is of course, "why it is a pocket game!". Small in size, yet as fun if not more so, than a monster game.  (I know setup is a whole easier!).

    This game is about Lt Cunningham* and Lt Driscoll's victory over Colonel Toon*,  May 10, 1972, during Operation Linebacker, making this team one of the few aces the Americans had in Vietnam and the only Navy Ace for the entire war.

    At Lt Cunningham's de-briefing, he stated that it was a MiG-17 he shot down, that he fired a Sidewinder missile, it hit sending the MiG-17 down into the ground and exploding. There was no parachute in sight.>

    On his way back to his carrier (the USS Constellation (CV-64), Kitty Hawk class, operational between 1961 to 2003) Showtime 100 run out of luck and was hit by a SA-2 in the aft (rear for those none military types).  Nursing his crippled F-4J back to the carrier, he made it to the ocean as the aircraft hydraulics failed. Picked up out of the ocean by helicopter, both "Duke" and "Irish" landed on the USS Okinawa before being transferred back to the "Connie".


    *Note - Did Lt Cunningham shoot down Col Toon? He believes he did. All we know is that the NVAF plane was a MiG-17, with the numbers of "3020" on it.  Most of the Aces of the  NVAF flew MiG-21's, not 17's, though there is at least one MiG-17 Ace with a score of 7 kills and that is Nguyen Van Bay, but he survived the war. 
     
    The NVAF claim that the plane Lt Cunningham destroyed was flown by a pilot named Nguyen Van Tho and that he survived the loss of his aircraft which doesn't correspond to the explosion Lt Cunningham witnessed.  Some believe it was a senior officer of the 923rd Fighter Regiment with the authority to ignore orders to disengage. 
     
    One thing about NVAF, many different folks flew the same aircraft and each time that aircraft was used to down an enemy plane, a star was painted on it. Basically a MiG could be seen with 13 stars and it could be a rookie flying it. I don't believe we will ever know for sure. Was Col Toon (Tomb) for real or just a case of a hero enshrined in legend by his opponents in the conflict? Who knows as people more in the know, know better than me. 

    But, enough of the history. We have a game to review!

    The Game: 
    Showtime Hanoi is designed By Paul Rohrbaugh with graphics by Craig Grando and this is Pocket Battle Game #3. ©2008, *LPS, Inc.

    *Note - LPS, Inc (Landsknecht Publishing Services, Inc) is the mother company of Last Stand Games, Turning Point Simulations, and Against the Odds magazine. All are good companies, it is just hard  to figure out where to spend one's money.  

    Parts of the Game, Part 1: Showtime Hanoi utilizes the standard 8x8 square grid over a remarkable game map thatlooks like it is an air chart (I know my Air Charts and this game map is pretty close). It has numbers printed in the squares that give the illusion of what is known as the Maximum Elevation Figures (MEF) grid on a standard JOG-Air chart. This could be the top of a hill or the height of a radio tower on a hill, etc. The game map MEF is actually the row of squares. Such as 1.2 is first row of squares, number 2 square from left, 5.5 is 5th row of squares, 5 squares from the left, etc. Pretty smart thinking on numbering the grid that way. 

    I also like the way the lake, rivers, village and what looks like an aircraft compass rose is indicated on the game map.  The graphics designer was top-notch in his making of this game map.  

    The same can be said for the counters, though to be honest, the top down view of the A-4's and the F-4's are a little too close in size. The A-4 was a much smaller aircraft.  But if you take your time and look closely, one can see the wings and tail are correct for a F-4. It is just if one is in a hurry, it is easy to confuse the two. No such luck on confusing the NVAF counters - MiG-17 Fresno, MiG-19 Farmer, and even got the correct look for the old Fishbed (MiG-21).

    Besides the game map, there are 18 counters that need to be cut out. Three counters for US aircraft (2 F-4J Phantom II's and 1 A4 Skyhawk) and 3 NVAF aircraft (1 MiG-17, 1 MiG-19 and one MiG 21). There is a turn marker, altitude markers, a target marker and AAA (SA-2's!). There is no sun marker or wind marker as these are not used in this game.

    A deck of cards will be needed (all cards plus 1 joker, please) and  one six sided die (1D6). Of course, not letting an opportunity go to waste, a set of cards can be bought for this game too! Cost is $* from High Flying Dice Games. Just click here to go to the web site to purchase these. 

    Parts of the Game, Part 2:  Movement is by the card system that Paul came up with and has over the years fine-tune. Of course there is a Movement Chart and a Combat Modifiers Chart (however these are on the rear of the postal game map. One needs to copy the map and play on that or copy the back side ,so you don't keep turning the map upside down and losing the counters. LOL ....

    And if you order a game from ATO magazine you can request a free set of die cut counters for this game. In this set of die cut counters are two F-4J, one A-4 Sky Hawk, one F-4 (extra), one A-1H Sky Raider, one A-6 Intruder, three F-105's (one ace), one RF-101 (should have been an RF-4C) and three counters with bombs on them.  For the NVAF, two MiG-17 (one Ace), one MiG-19, one MiG-21. In addition there are ten AAA (SA-2) sites with "?" on one side and a "2" on the flip-side, three dummies, four with different attack factors at the various altitude levels and three that has the "?" printed on the wrong side - these must be the original AAA counters and what looks like two counters for bombing opportunities.  

    But be warned, though there are extra aircraft counters in the die cut counters, you don't get the variant rules with the die cut counters, unless you also order ATO, issue #23 (at $32 a back issue, that is an expensive variant), but that could be how you should order to get  the variant counters and ask for the game with die cut counters, thereby killing two Fishbeds with one Sidewinder.

    I think it would be easy to come up with variant rules for the use of the new counters, With the F-105 Super Chief (i.e. Thud) it was consider a supersonic fighter bomber  and though it was one of primary attack aircraft in Vietnam, it has the distinction of being the only aircraft removed from combat due to the amount of casualties it sustained. Over 20,000 sorties were flown, 382 aircraft lost including 62 operational (non-combat) losses out of the 833 produced.  
     
    However, where the F-105 came into it's own was as the two-seat F-105F and F-105G Wild Weasel variants flying SEAD missions against the Surface to Air SA-2 platforms.  And that is where I believe the 3 F-105 counters come into the game in addition to flying as fighter attackers using the 3 weird bomb counters.  Outside of this, you are on your own.

    That pretty much sums up the game parts of this pocket game.  What's next? Oh yeah time to play it!

    Game Setup:  Shuffle the deck! Don't forget to add only one joker (important).  Game setup is just like the other Paul Rohrbaugh air combat series - 
    1. On the map the NV picks out three sides which will be friendly. 
    2. Place 2 AAA (SA-2) counters in each corner of the three sides. 
    3. Place a 3rd AAA (SA-2) in one of the four middle squares and also 
    4. place the target marker in one of the four squares, But not the same space as the AAA!  
    5. American places his 3 aircraft, at any level in any of the squares on his friendly side opposite the US player.
    6. The NV places his MiG-17 & 19 in squares friendly to him at low, medium or high level. 
    7. The MiG-21 will come on at turn 3. 
    Actions:  Jump down, turn around, pick a card...
    1. The US has the first card draw (CD)
      1. if the CD is a joker, discard and draw again, if the CD is a black suit, all US Aircraft may expend a number of Action Points between his aircraft equal to 1/2 of the card value, rounding up. An Ace =1.
        1. example - a Black 5 is turned over - this is 5/2=2.5, rounded up is 3 APs to spend. REMEMBER - no aircraft can exceed it's printed Action value (lower left of counter). US player can move 3 aircraft 1 square or move 1 aircraft 3 squares or move 1 aircraft 2 squares, leaving 1 AP to fire with.
        2. It takes 1 AP to be able to attack the enemy aircraft or AAA or target.
      2.  if the CD is a black face card then the US player can move one aircraft 3 squares 
      3. OR allow a free attack on an AAA unit
      4. if the CD is a red suit then the NV player may expend a number of APs (like #8.2 above) for his aircraft. 
      5. if the CD is a red face card then the NV move one of their aircraft up to 3 spaces
      6. OR allow a free attack from an AAA unit against an US aircraft.  
    Combat:  Combat is another card draw and of course this has it own set of rules too.
    1. Combat is voluntary! 
    2. If you are going to attack, you must 
      1. move one square forward, 
      2. OR change a level (up or down). 
    3. Combat costs 1 AP from the action phase (see above). 
    4. Aircraft have a range of 2 squares, but watch out for that modifier!
    5. Don't forget there is also the Combat Modifier Table!!!
    6. And of course under combat, you have 
      1. plane versus plane, 
      2. bombing, 
      3. AAA combat. 
      4. Each has it's own set of rules. Not long, but you need to read them.
    Game length is 4 turns, but inside those 4 turns is a deck of cards to go thru until 1 of 2 things happen - you run out of cards (new turn) or a joker pops up (whether for combat or movement and that is also a new turn).

    Addendum: This game is pretty much standard like Fighting Eagles. Honestly, if you have that one, then this will be a piece of cake. If you have Head Honcho, the rules are the same, just the names have been changed to protect the guilty.

    I keep thinking how brilliant the design of the game map is, all on a little 4"x6" card. The designer must have been prior military.  (he wasn't)

    Ok, hopefully I have given you a review that WILL make you want to go and spend whatever it takes to get this game. Since it is a pocket battle game, one needs to order something from LPS, Inc and request it. Or maybe my review sucks and you say to heck with it.  
     
    Whichever it is, you really do owe it to yourself to get this. Like all of Paul's Eagle game systems, this one too, is a gem. And not a rough one either. It is highly polished.

    Without further adieu it is time for the ratings:
    Complexity of the game = LOW (easy to learn, difficult to master)
    Solitaire = HIGH (very little work is needed)
    Fun Level = HIGH (the only thing missing is Nước Mắm (fish sauce if you ever been to Nam or Thailand)
    Nail biting = 7 fingers worth.
    Length of typical full game = .5 hour (30 minutes) to 1 hour.

    Out of the 5 9 games I have played 1 3 NV win, 2 4 US wins, 2 draws. Both sides won and lost, It is pretty even, just the luck of the draw, as it always is. With the game map having squares, it would be very easy to adapt this to miniatures.
    AAA - Below 2,000 feet, small arms were the most serious threat, but US directives limited most operations to altitudes above 4,500 feet, the maximum effective altitude of small arms fire, which limited the effect of these weapons. Other weapons included 14.5mm, 23mm, 37mm, 57mm, 85mm, and l00mm gun batteries, with effective altitude coverage up to 45,000 feet.

    Then came the surface to air missiles such as the SA-2, SA-7, among the many different types. Of them all, the SA-2 was the deadliest.  However, like most weapon systems, the US worked out how to negate the effectiveness of the SAM's.

    I really hope you can get this game before it is out of print. It is worth it. 
    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.

    4.1.18

    Head Honcho, Jet Combat over the Yalu

    Yes, today's review is on another fun to play, introductory level, small, exciting, good game called: 

    "Head Honcho, Jet Combat over the Yalu"

    This game is set during the Korean War after the US deployed the F-86 Saber to combat one of the bigger surprises the U.S. Military ever received from another nation, the MiG-15.

    As typical, thru out the cold war (and even now with all of the world), the US grossly under-estimated the Soviet Union when it came to deploying new and at times better, military equipment (SA-2, AK-47, etc). Both sides developed their 2nd generation jet aircraft from captured German documents, this being a primary give away - give the wings a 30+ degrees swept back and watch what happens from take off.

    Yeah, the Bun is being simple here. But hold on, there Skippy!  Both aircraft came out within a month or so of each other - in 1947 and both deployed in 1949. Coincidence? Or aliens?  You decide, but in the mean time it's not time to be anal probed, we got a game to review, but it sure is funny how the Soviets made a plane that looked just like the Focke-Wulf TA-183, more so than the F-86. 

    First published in 2015, this game is one of the few Korean War air combat games out there (if not the only one).  Since the Korean War is known as the "Forgotten War" in the US (I can guarantee, it is NOT called that in Korea), gaming in this era, seems to be forgotten as well. 

    Luckily game publishers within the last few years have realized this and is correcting the lapse of games.  I can remember SPI (S&T) had a few games on Korea, division level I believe, and there was John Hills "Yalu". 

    In the 90's SPI/S&T's/TSR's Korean War in the modern time period, but really, no one else. I don't remember an Avalon Hill, GDW, or anyone else publishing a game set in the Korean War for that matter. 

    And if I skipped over someone, I don't believe Wiki is the best place to take as fact, and my gaming/memory stopped in 1990.  Having picked it back up, I am re-learning who makes what these days.

    "Head Honcho, Jet Combat over the Yalu" is designed by Paul Rohrbaugh and graphics are by Bruce Yearian. It is very affordable and available for $*. Mounted counters is available for $*.  
    Note: $* prices have changed. Check the website.

    Parts of the Game:  This game is part of what I have dub "HFDG-ACGS", sounds like a radar system. In other words, the "High Flying Dice Games, LLC-Air Combat Gaming System". Though Paul will tell you it's just a game, he has used this game play type on several games with the 8x8 square grid game map, card system movement and attack, altitude levels, 1D6, etc, it works. This one is no different. 

    The basic rules are the same as Fighting Eagles (FE), though this one does add a different Victory Point (VP) campaign that FE should have.  If you have both games, it isn't that hard to meld the VP from this game to FE.  And no, I am not going to publish on the blog how I did it. Go on, buy both games. $16 is pretty cheap these days.

    a moment of reflection - Planter's Honey Roasted Nuts, I swear is addicting. First time I have had these. A beer would go swell with these. Be right back........ ok, got it and back....

    The game comes with 3 sheets of rules comprised of the basic rules set, the expanded rules set and the Combat Modifier Table and Movement Costs Chart. The 8.5" x 11" game map is of a river with an airfield south or could be east (see map below) of it, covered in a 8x8 square grid. And of course the unmounted game pieces. But Paul does offer a mounting service for this.  
     
    The game map looks remarkably like a true reconnaissance photo taken from high up and it looks to be of the Yalu river with either Sinuiju Afld or Uiju Afld. Both are North Korean airfields in Mig Alley and very close to the Yalu River.

    it is a good possibility that this is one of the two NKPAF (North Korean People's Air Force) aflds that the game map represents.  

    Wherever it is, it represents the aerial playground where foes met, fought their duels, and either won or died well away from others as the only participants invited to this deadly boxing match were the F-86 and the MiG-15 (MiG-15bis).

    The game has 28 double-sided counters, consisting of 11 counters of information (sun, bridge/truck convoy target marker, game turn, altitude levels, target marker and Air Support), 4 counters of AAA, 4 Soviet/PCR aircraft counters (3 MiG-15s and 1 Il-2 Sturmovik (ground attack)), 9 US aircraft counters (3 F-86, 3 F-9F, 1 B-29, 1 F-84 Recce Bird and 1 AD-4 Skyraider).  The F-84 serves as the reconnaissance aircraft in addition to ground attack like the AD-4 or Il-2.  

    There is a card set for this game too, just like the others.  Cost is $*. Or free if you buy 4 or more games (only available thru HFDG).  Is it worth it? I would say yes and now why did I say that? Because what I have and am learning is that the card sets carry information where you don't have to remember all the nit picking rules. And to me, it is worth that not having to create a player's aid card, like I am doing now *well, not this minute, but in a few when I am done typing here.  

    It's nice to see the F-9F Panther in a game. It is one of my favorite Navy Jets, from where
    else, "The Bridges at Toko-Ri" of course. Love story, yuck, Naval aerial combat, hell ya.

    Game Setup:  Just like Fighting Eagles - use all the cards plus 1 joker and shuffled together. The Chi-Com player selects one side and places the "target marker" in one of the 4 middle squares (sound familiar?).  

    The American player places his 3 aircraft at any level, in any square (even all in 1 square) on his side, opposite of the Chi-Com (the opposite side). Chi-Com player places his "Ace" and 1 non-ace at one of these levels - low, medium or high in any square on his side. The Sun does affect the Combat Modifier Chart and is placed by rolling a 1D6 roll - "Even" it is place on the map to the left of the American player. "Odd" it is placed to the right of the American player. And the US Player draws the first card.
     
    Actions:  If the Card Draw (CD) is "black" all the American aircraft my expend a number of "Action Points" (AP) between them equal to 1/2 of the CD value (round up) (example - the CD is a black 7. 1/2 of 7 is 3.5, round up is 4 Action Points to be used among 3 aircraft. For example two F-86 aircraft can move forward 1 square and each attack a Mig-15. that's 4 APs).  Of course if the drawn card is "red' then the Chi-Com player has his movement and expends a number of APs like the American.  And of course the following:
    1. If a black or red face card is drawn then the owning player is allowed to move a single aircraft up to 3 Aps (remember, no aircraft can spend more APs than what is printed on it's counter.).  
    2. OR a black face card allows the American a free attack on a AAA unit. 
    3. OR a red face card allows the Chi-Com a free attack using the AAA on an American aircraft that is LOW or MEDIUM altitude and not in or next to a Chi-Com Aircraft. 
    4. Or you can climb or dive
    5. Or just not move.
    6. But to have combat, you must either move 1 square or dive or climb and have 1AP left over to initiate combat. whew. 
    Now there are exceptions to all of this and one needs to read the rules on how to conduct movement with the APs; see the movement costs table for what it costs in APs to move; read how to attack AAA from the American aircraft to the Chi-Com AAA attack on the American aircraft.

    Combat:  Combat is another card draw and of course this has it own set of rules too. 
    1. Combat is voluntary! 
    2. If you are going to attack, you must 
      1. move one square forward, 
      2. or change a level (up or down). 
    3. Combat costs 1 AP from the action phase (see above). 
    4. Aircraft have a range of 2 squares, but watch out for that modifier!
    5. There is also the Combat Modifier Table. 
    6. And of course under combat, you have 
      1. plane versus plane, 
      2. bombing, 
      3. AAA combat. 
      4. Each has it's own set of rules. Not long, but you need to read them.
    Game Length: 4 turns, but inside those 4 turns is a deck of cards to go thru until 1 of 2 things happen - you run out of cards (new turn) or a joker pops up (whether for combat or movement and that is also a new turn).

    And then there are the Expanded Rules Set that adds"
    1. aircraft abilities:
      1. such as power diving
      2. or climbing 
      3. damage for AD-4 or Sturmovik
    2. Bombs Away rules, 
    3. Fighter Sweeps,
    4. Variable Targets, 
    5. Air Support Missions, 
    6. Additional Aircraft, 
    7. Other Bombers, 
    8. Photo Recon Missions 
    9. Communist Bombing Mission, 
    10. Victory Points and 
    11. Multiple Missions.
    Addendum: This game is pretty much standard like Fighting Eagles. Honestly, if you have that one, then this will be a piece of cake. If you have the pocket game (aka Post Card Game) Showtime Hanoi, the rules are the same, just the names have been changed to protect the guilty.

    Ok, hopefully I have given you a review that WILL make you want to go and spend the $* it costs. Or maybe my review sucks and you say to heck with it.  Whichever it is, you really do owe it to yourself to buy this. Like all of Paul's Eagle games, this one too, is a gem. And not a rough one either. It is a very polished game. 

    Here are some specification sheets for both the MiG-15 and the F-86.  Look at that rate of climb and service ceiling for that MiG! One of it's features was it could zoom up in a climb, higher than what the F-86 could do. But here's the funny part - Soviets and Chinese did not have zero-g suits. What does that mean? LOL, they blacked out when doing high speed climbs and turns. 

    Without further adieu it is time for the ratings: 
    Complexity of the game =  LOW (easy to learn, difficult to master)
    Solitaire = HIGH (very little work is needed)
    Fun Level = HIGH (the only thing missing is the Kimchi)
    Nail biting = 7.5 fingers worth.
    Length of typical full game = .5 hour to 2 hours (my fault as I was learning the Expanded rules 1st) (Basic game was 30 mins)

    Out of the 11 games I have played both sides won and lost. It is pretty even, just the luck of the draw, as it always is.

    With the game map having squares,  it would be very easy to adapt this to miniatures. There are a few 9mm (or 1:200) scale metal and plastic miniatures available.  

    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.


    26.12.17

    "Fighting Eagles"

    Up for review is "Fighting Eagles", an introductory level WW1 Air Warfare game from High Flying Dice Games.
     
    Though simple, it comes thru with realism and more fun than 90% of the WW1 air games ever made. And yes, I have most of them, and they are generally a rules fest - not fun at all, and where the rule book is thicker than most law books.
     
    This game is completely opposite - simple, with only 1 and 1/2 pages of rules, and another 1 and 1/2 pages consisting of the four scenarios and how to read the aircraft counters and movement chart.

    "Fighting Eagles" by High Flying Dice is designed by Paul Rohrbaugh and  graphics by Bruce Yearian, 2011-2018.

    Fighting Eagles has a low amount of counters to move about and it does include AA, balloons, bombers, and of course the rickety aircraft made of wood, bailing wire and cloth. 1917 to 1918 was the time when the aircraft finally began to be built strong, fast, and deadlier.

    About the only thing missing is the smell and breathing of castor oil, yes, that same old castor oil Mom may have given you to get you regular, that was used for lubricating the engines of these aircraft (aka "acft"). Now, imagine what effect on your body would be by breathing that in while flying for the 2 or 3 hours on a typical mission? Yeah... it happen.

    First Impressions - The game comes with 78 *unmounted front and back counters for a total of 39 actual double sided counters, a game map, all on an 11"x17" card stock sheet (The actual game play map is 8.5"x11") and separate rules plus a 1/3 of a page errata addenda sheet. (I emphasize that one should make the corrections from the addenda sheet to the rules before starting the game.)

    Also, one of the pieces of errata is for the Fighting Eagles Card Deck and it is just an explanation of that particular deck.

    Game Map - That this is one good looking game map that I have seen in a very long time is an understatement. Since the air combat was mostly was over "no man's land", it was a pretty ugly and dismal looking, area. The game map is 64 squares (8 x 8 square grid) and is used to regulate movement. The line pattern you see are trenches (one side or the other, not both as the trenches are all joined).

    Counters- The counters are about an inch big and are very nice. Showing a top down view of the aircraft. When flipped over for damage, there is a flame along the plane and a reduction of the Action Factor and Defense. The observation balloons are side views. There are eight fighters, one bomber, and one balloon for each side. Plus eighteen other informational counters, used by both players. This includes the turn counter, a sun counter and a wind direction indicator (both important). The game map has a turn track on it and a combat die roll modifier table (remember to use ALL that applies) in addition to showing how to read an aircraft counter. 
     
    You might want to purchase an extra counter sheet to have on hand to replace that any counters you might lose. I am glad I did, as I did lose the British bomber. Probably shot down while I wasn't looking. Usual cost is $1 to $2 or maybe more.

    *note - don't forget Paul does offer a mounting service for all his games that have unmounted counters. it is low cost and per counter sheet for the mounting of counters. The counter sheet is glue to a nice cardboard backing, but you still have to cut them out.

    By now, you should have notice that the turn track only has 4 spaces. Oh, don't believe it. This game, like most of Paul's designs, uses a deck of cards and once the entire deck is exhausted or a joker shows up, then the turn is over, not before.

    In addition to the game, one will need a standard deck of cards or the enhance "Fighting Eagles Action Deck" (or as I like to call it the "FEAD" for this game.)  Cost is $*. Why the deck?

    I am pushing it because if you buy these, a lot of "specialized" math rules go out the window... which is good.

    For example, though the math is simple, one has to figure it out first. With the FEAD, one doesn't have to figure all that out, what you see is what you get - if a Black 5 is drawn, as the German, you would have 5 APs to move your planes.

    Also, if in combat, when the same card color is drawn for your nationality, the number shown is doubled (example - as the German if you are in combat and draw a black 5, then it is doubled to 10 and then all the modifiers are applied. Pretty Slick.). Since there are no face cards, then any type of special activity is printed on some of the cards, such as "check for Guns Jamming". At that point you follow the cards. Makes life (and playing this game) so much easier. Plus in addition to the card deck, one will need to supply a standard 6 sided die (1D6)

    Action Points "just a fancy name for doing stuff" - Action Points (AP) are equal to half of the card value, rounding up (example: a Red three (3) card is drawn, halved is 1.5, rounded up gives the Allied player two (2) APs to use for movement.) I believe (though not asked) this rule stops a player from moving everything at once. And puts the game into more manageable time elements, I believe. I am not sure what the size of a square is on the ground or the how many seconds/minutes an AP is - it just ain't important.

    Once the AP's for movement and attack setup have been used, then the card is discarded. If one player is attacking the other, then the attacker draws a card for combat. These cards can be any color, doesn't matter for combat, with a regular card deck.

    Movement - Each aircraft can move, but not all can move like the next. Does that make sense? Found on page 1 of the rules, is a movement diagram showing the cost and how these planes can move. The diagram also shows one how both the inline engine acft makes its moves and turns and how a rotary engine acft makes it's moves and turns. It is large and well placed. But I bet after using it 5 or 7 times, you will remember it.

    Altitude with an attitude - The game does have different altitudes. These range from - very low, low, medium, high and very high. You use markers behind the acft to should where you are in the scheme of things (no markers for medium). And of course when it comes to bombing or strafing or being shot at by AA, altitude makes the difference.

    More than one acft can be in a square, but you can't fire at anyone in your square. Heck you will find this all in the rules. There is also acft fragility (look's Italian, a major award!), Power Dive, High Climber, Observer Fire, Observer being incapacitated. And of course winning the game.

    Fighting Eagles comes with just the right mix of items to keep the game going.

    "Combat Part I or "WTF, why are they shooting at me?" - There are a couple of rules that one can use for face cards in combat as they aren't counted. Both players can (and should) agree that a face card is a miss or if one is drawn then it is discarded and another card drawn. Whatever you want. Some of the good-stuff rules forces the use of the rule "Face Cards being a miss". Such as guns jamming (any face card) and that happened a lot of the time due to faulty ammunition, dirt on ammo, MG's not clean correctly if at all, etc), or if you have a bomber with a rear observer/gunner, then he may be wounded/ killed by turning over a Queen or King face card. Face cards are required for bomb drops in addition to regular suit cards.

    Combat Part II (continue) -
    There is one rule you need to know about and that is about these two face cards - the Queen and King, if drawn in Combat it is a "miss" and you will need to check your guns by rolling a 1D6. If the die roll is greater than the acft AF (Action Factor) then your guns are jammed. 
     
    Don't worry, while you can't shoot, you can try to unjam your guns each time your card color comes up and spend 1 Ap.

    To unjam those deliverers of death, you spend 1 Ap, and roll a 1D6. If you were attacking a balloon, add +1 to the die roll. If the Pilot is an Ace, then -1 to the die roll (and yes, you could be an Ace pilot attacking a balloon, then they would cancel each other out.). If you roll less than or equal to your acft AF (you should know what that is, by now) then the guns are cleared (unjammed, able to fire).

    I am not sure if this can only be done once a game or if it can be done every card draw. Me, I believe that the reason pilots carried wooden mallets was just for this - to whack at the MG to get that miss-fed cartridge out of the breech. Sometimes it worked, sometimes it didn't. And I would support in my games, rolling when one's card is drawn and spending that 1 AP. But if you want to know the the correct version, I believe you should sent HFDG, LLC an email asking to clarify - then let me know. 🙀

    Combat Part III (continue) - One draws a card, consulting the Combat Modifiers Chart table on the game map, You take the value of the card and add or subtract all of the modifiers that applies to arrive at your final number. Remember, everything is accumulative and add or subtract it from the card's value that you drew. If the attackers value is greater than the defenders defense then the defender's acft is damage and flipped over. That's it. A damage acft has various rules that get applied to it. Be sure to look them up.  There is also AA combat, Strafing, Bombing, and Balloon Busting. Just read the rules and don't try to read too much in them. They will make sense.

    The five scenarios included in the game are Red Baron's Final Flight, Frank Luke's Final Flight, Bombing, Balloon Busting, and the primary scenario giving in the beginning. You can always change things up by switching places, make the British sweat watching his balloons go "POOF" or the Death of Albert Ball (don't forget the 3 AA guns and 3 dummies).

    This game is more than a game, it is a gaming system where all sorts of battles can be played. If you don't like the time period late 1917 to end of 1918, then with a little research, you can come up with planes from 1915 - DH-2, anyone? Or an Eindecker, bitte! And if you don't like having weather or sun, then just play without.

     
    Play with the DH-4 Bomber or Halberstadt C.1, only this time they are Recon acft, out taking photos of the front lines. for example They could be protected by 2 SE-5a's or several Tri-planes if you want.

    With this, I am going to close on this review:
    Complexity of the game = LOW.
    Solitaire = HIGH (very little work is needed, but very doable!)
    Fun Level = HIGH (the only thing missing is the Castor Oil)
    Nail biting = 8 fingers worth, lost almost all of those nails.
    Length of typical full game = 1 hour to 3 hours (my fault as I took my time!)

    Update - 25th April 2019 - Out of the 50+ games, I have played both sides and won and lost, victories have been very even. I tend to think of it as it that as in real life, the game is just the luck of the draw.

    Other tidbits of useless info...

    Words to live by...
    Oswald Boelcke did something that up until 1918 no person ever did. He wrote a set of rules to teach on how to become a better killer in an acft. He set pen to paper and wrote these rules. Presented first in his native language, then in English for the rest of us.

    Die Dicta Boelcke von Oswald Boelcke
    1. Sichere Dir die Vorteile des Luftkampfes (Geschwindigkeit, Höhe, zahlenmäßige Überlegenheit, Position), bevor Du angreifst. Greife immer aus der Sonne an.
    2. Wenn Du den Angriff begonnen hast, bringe ihn auch zu Ende.
    3. Feuere das MG aus nächster Nähe ab und nur, wenn Du den Gegner sicher im Visier hast.
    4. Lasse den Gegner nicht aus den Augen.
    5. In jeglicher Form des Angriffs ist eine Annäherung an den Gegner von hinten erforderlich.
    6. Wenn Dich der Gegner im Sturzflug angreift, versuche nicht, dem Angriff auszuweichen, sondern wende Dich dem Angreifer zu.
    7. Wenn Du Dich über den feindlichen Linien befindest, behalte immer den eigenen Rückzug im Auge.
    8. Für Staffeln: Greife prinzipiell nur in Gruppen von 4 bis 6 an. Wenn sich der Kampf in lauter Einzelgefechte versprengt, achte darauf, dass sich nicht viele Kameraden auf einen Gegner stürzen.

    Dicta Boelcke by Oswald Boelcke (English)
    1. Secure the benefits of aerial combat (speed, altitude, numerical superiority, position) before attacking. Always attack from the sun.
    2. If you start the attack, bring it to an end.
    3. Fire the machine gun up close and only if you are sure to target your opponent.
    4. Do not lose sight of the enemy.
    5. In any form of attack, an approach to the opponent from behind is required.
    6. If the enemy attacks you in a dive, do not try to dodge the attack, but turn to the attacker.
    7. If you are above the enemy lines, always keep your own retreat in mind.
    8. For squadrons: In principle attack only in groups of four to six. If the fight breaks up in noisy single battles, make sure that not many comrades pounce on an opponent.

    My love of WW1 aviation came about several ways - my family has always been with flying in one form or another. Watching World War I aviation movies (my family has always been involved with movie production and theaters too).

    This is my collection of DVDs/Blu-Rays:
    The Blue Max (1966) - Good, though one has to think beyond the modern bi-planes used.
     Hell’s Angels (1930) - Tops. The action makes up for the love story and even has Zeppelins.
    Aces High (1976) - ok, not great.
    The Dawn Patrol (1930) - The original. Very good 
    The Dawn Patrol (1938) - a better remake of the original. Tops
    Von Richthofen and Brown (1971) - Good
    Wings (1927) - Great movie. Great action and the planes are the real McCoy. Being only 9 years after the great war.
    The Eagle and The Hawk (1933) - Good
    Suzy (1936) - too much of a love story for my taste.
    FlyBoys (2006) - never watched, too much CGI for me
    The Great Waldo Pepper (1975) - Interesting story. What starts at the end of WW1 is finished some years later.

    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. LOL, it was Google who removed them.