Note - I rewrote the review today 24/06/2024, as it was horrible in regards to the html coding. Hopefully it still makes sense. If not, let me know!
and yes, it was... From the weather to the surprise roar of the Tiger...
The Game:
There are several words that can and will be used interchangeably in this review of the game. For example "evening" and "night"; "markers" and "chits", etc.
Game Components:
A nine page rule booklet (actually 8 as the 1st page is the cover),
Two 11"x17" map sections (east and west),
Two 1/2" un-mounted single-sided counter sheets of 288 counters (actually 247 game counters) comprised of:
54 German and Italian unit counters.
63 Anglo-American (and some French) unit counters.
27 blank counters
8 arty markers.
42 disrupted markers.
24 entrenched (improved position) markers.
4 other counters (game turn, end of turn, random event, and foul weather).
14 blank counters
The counters should be mounted before cutting out for play. While you are at it, order a 2nd set of counter sheets in case you lose one or more counters. Worth it, as the extra sheet only costs a little. Note: High Flying Dice Games does offer a low cost mounting service for their games. Ask when purchasing for cost.
Where's the cards?
Ha - unlike a lot of the other HDFG, this series does not use cards. Instead "chits" are drawn!
Game Scale:
Each game turn equals 8 hours of real time with three game turns equaling a full 24 hour day. Each hex is aprx 1/2 mile across and each unit equals a company, except the Tiger 1's, which are equal to a platoon in size.
Starting on turn 2, one player rolls 1D6 and consults the "Weather Determination" table on the game map to see what the weather will be like for the current turn. Turn 1, the weather is automatically "Clear". Foul Weather can have a "very" adverse effect on units (see the "Terrain Effects Chart" and "Foul Weather Effects" table on p8).
After determining the weather, both players roll 1D6 to see how many air units they will receive for that turn (6.1 to 6.1.3). Remember, no air support on night (Evening) turns. Artillery support is rolled for in Phase 2 Operations Phase, per each activation marker, each round.
Phase 2 - Operations Phase (5.2, 6.2, 7.0, 8.0 and 9.0)
Each Operation Phase in a game turn is divided into two parts (one can call them rounds or operational phases 1 and 2 or whatever. Just remember there are 2 parts to it.
At the beginning of each round when a friendly formation "Activation Marker" (AM or chit) is selected, that player rolls 1D6 for the number of "Artillery Support" markers (or chit) they can use. (6.2.1).
Rolled for each activation marker in use. Round 1 has all the active formation activation markers that are available for use (there can be up to 4) and the "Random Event " marker placed into the opaque container for selecting.
At the end of the 1st round, "Disrupted" markers are removed from any affected units by rolling a 1D6 and consulting the "Activation Interval Disruption Removal Chart". "Hit" markers are not removed (top of p8).
Round 2 - once all the chits have been selected and acted upon for the first round, the AM chits are placed back into the opaque container with the "End Turn" chit instead of the "Random Event" chit for the second round.
Note - there are several units that are not part of a formation, these are considered independent (3.0 Game Terms And Abbreviations under "Formations"). There are no activation markers for these units. Each unit may activate once per turn (can be activated in either operational phase 1 or 2) with some restrictions in regards to stacking with friendly formations (see 8.0 Stacking). One independent unit can stack with a four unit formation stack or two units from different friendly formations plus one independent unit can stack together. No Vichy French unit can stack with any British unit (Vino and Tea wars?).
Here is a listing of the independent units:
Allies: All the Vichy French (no one trusted the Vichy, but fight they did against Germany). Vichy can stack with the Americans and the 4 "1/18 US" Infantry units.
In the first round when the "Random Events" chit is selected, continue the selection until all chits are removed from the container.
After the end of the 1st Round, roll for removal of disrupted markers from units.
Remember: for the 1st Round, each player will have two arty support die rolls. And for the 2nd Round, a possibility of 2 more for each player unless the "End Turn" chit is selected.
In the 2nd Round when the "End Turn" chit is drawn (for example, the 1st draw), the game turn is over. No more draws. It is possible that no units activate for the 2nd round.
When an active formation chit is selected there are four possible actions it can perform:
Movement Only (7.1 and 7.4.3)
- Units may move a number of hexes up to the limit of their movement point (mp) allowance.
- Consult the Terrain Effects Chart (p8) to see the cost of each type of terrain.
- A unit may move 1 hex if it expends all of it's mp's.
- A unit may be forced marched (7.1.1)
- Foul Weather can interfere with this action.
- Movement and Fire (7.2)
- Units may moved half of their MP allowance (drop the fractions) and conduct an attack or vise-versa. NICE.
- There are two type of units that can't perform this action (see 7.2).
- Foul Weather can interfere with this action.
- A unit has 2 different attack factors depending on what is being attacked (armor (has a picture of armor on the counter) or infantry) -
- AF (armor attack factor) for attacking armor.
- IF (infantry attack factor) for attacking infantry.
Add or subtract the die roll modifiers to the die roll. If the modified die roll is less than or equal to the firing units AF/IF, a hit is scored
1st time a unit is hit, a disrupted marker is placed on it. 2nd time a unit is hit, a hit marker is placed on it. 3rd time it is hit, the unit is eliminated.
Remember, a unit can already have a disrupted marker or a hit marker on it from a previous Operations Phase 1 or 2 or Action/attack. If the unit only has a hit marker, it has to take a disrupted marker and then another hit to be eliminated. If already disrupted, then a hit marker has to be placed and needs a 3rd successful attack on it. If the unit already has a disrupted marker and a hit marker from before that wasn't removed, it is eliminated.
There are no ranged Attack Factors, outside of Artillery.
Terrain Effects Chart lists possible DRMs.
Improved Positions are only +1 DRM.
Close Assault Fire Combat (7.4.3).
This is an interesting and important operation. A friendly unit can enter a hex with an enemy unit. Though part of "Fire Combat", it has a lot of paragraphs describing how to do this. Just be aware it is available, gives a very tactical feel to the game and provides options for the player to explore.
- IPs cannot be constructed in Towns or during Foul Weather.
- Unit cannot move when it constructs an IP.
- All units in a stack have to construct their own IP.
Note - There are so much to these four actions, one really needs to read and pay attention to the rules. Rule sections are after the possible action.
Also note - This game, unlike a lot of other games, has no supply or zones of control. Very nice.
Players remove all "Disrupted" markers and roll for possible recovery (i.e. "Hit" marker removal) for units that have not moved or been fired upon that turn. (10.0). Both players calculate victory point awards that turn and adjust the VP Track on the game map. (13.0) If this is not the last turn of the game: Advance the game turn track marker to the next turn. Continue with Phase 1, Phase 2, and Phase 3. That's it.
Addenda, December, 2018
Map (correction): The text describing the Allied formations is switched. The British 78th Division units are on the top, the US 1st Armored Division units are on the bottom.
• Complexity of the game: Low-medium complexity. Adding the option rules increases the complexity, but this can be a boon to even out an experienced player's ability for a new player.
• Enjoyment Level: VERY HIGH (imho)
• Nail biting: Eight to nine fingers worth.
• Historical Level: VERY High. This game has a solid historical reference background and a very solid OOB (Orders of Battle) and game map. Weather rules are pretty much right on, as the weather for the battle was horrible. Dry areas were not to be found. Mud went deep, sinking both tracked and wheeled vehicles and men. With the Tiger tank it was basically a movable pill box with armor that stopped anything the Allies had and also outgunned the Allies. With this unit in the game, I feel sorry for the Allies who had much to learn in regards to armor warfare and designing armor (even the Sherman was a horrible match). If there was one country who designed a tank (almost) correctly, it was the Soviets with the T-34.
• Length of typical full game: About 3 to 4 hours. Remember, optional rules, longer playing time.
• Out of the games played, (no optional rules used, as this is a more complex game than what I am use too), The Axis player won 75%. The Allies were able to squeak by with only winning 25% of the games.
I know that this win ratio is lower than what Paul designs for. It could be that I am not ready for a game of this caliber of complexity. But it is a very interesting game. I can't think of another North Africa game that show cases Panzer III's and IV's, Stuart's, and Lee tanks with Tigers on the prowl. And rain, bloody, bloody rain.
*A Test of Mettle: The Battles of Arracourt, Dompaire and Mairy, September 1944 (Professional).
*Black Lion’s Roar: The Battle of Catigny, May 27-31, 1918
*Blood, Steel and Sand: The Battle of First Alamein, June 1942
*But Not In Vain: The Battle for Calais, May 1940
Hot Blood, Cold Steel: The Battle of Chawinda, September 15-16, 1965
*Kings of the Hills: The Battle of Kap-Yong, April 1951
*L’Audace: The Battle of Abbeville, May 1940
Lightning and Steel: The Battle of Piotrków Trybunalski, September 1939
*One Helluva Fight: The Battle of Medjez-el-Bab, 1942(newest)
Slim to None: The Battle of Slim River, January 7, 1942
(*note- these I have bought :) )
In the Works:
Hell in the Holy Land: The First and Second Battles of Gaza, 1917
A Long, Hard Road: The Battle of Dubno, 1941
Kings of the Castle: The Battle of Imjin River, 1951
There is one more, but I am not privileged to mention it.
Each game in the Blood and Steel series is well researched and documented. Games are low to moderate in complexity with many optional rules that will increase the complexity for those so incline (yeah, you know who are, lol). One to two game maps, with counters ranging from 80 to over 200 and rules that are usually 6 to 10 pages in length. Movement is handled via activation markers (chit pull) instead of cards.
Blood and Steel Expansion: The Battles of Oboyan Hills and Rzhavets
Blood and Steel: The Battle of Ponryi
-ab