Showing posts with label Korea. Show all posts
Showing posts with label Korea. Show all posts

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.