Showing posts with label Naval. Show all posts
Showing posts with label Naval. Show all posts

11.2.19

Profile in Courage PT-109


High Flying Dice Games recently published a solitaire game on PT-109, designed by Rod Bauer, developed by Paul Rohrbaugh and with game graphics by one of my favorite gaming artists, Bruce Yearian. It is called "Profile in Courage PT-109 The Campaign of PT-109 in 1943". 
 
Whew, thats a long name. I will refer to it as "PT-109" thru out this review. It is a fun game to play. Pretty much everyone of my generation knows of PT-109 and the heroism of the young skipper, Lt (jg) John F. Kennedy, who became the 35th President of the United States of America, but for those young whipper-snappers (and you know who you are) here is a brief history... 

History...
Motor Torpedo Boat 109 was laid down 4 March 1942 by the Elco Works Naval Division of the Electric Boat Company in Bayonne, New Jersey. The seventh 40-ton, 80 foot long Motor Torpedo Boat (MTB) built there, she was launched on 20 June, delivered to the Navy on 10 July 1942, and fitted out in the New York Naval Shipyard at Brooklyn.  

PT-109 joined MTB Squadron FIVE, which was sent to Panama, replacing the first eight PT boats that sailed on transports for the south Pacific in early September. On 26 October 1942, 6 of the Elco boats, PTs 109 through 114, were then transferred to MTB Squadron TWO  and prepared for deployment to the Solomon Islands.

The boats were loaded on cargo ships that sailed west, arriving at Sesapi, Tulagi harbor, Nggela Islands, at the end of November. Here is PT-109 stowed onboard the "Liberty Ship" Joseph Stanton for transportation to the Pacific. Heavy bracing at the PT boat's stern and on her deck, was to prevent movement as she was transported to the Pacific

These boats, once unloaded, joined the earlier boats - which had established the MTB base at Sesapi in October 42, to form Motor Torpedo Boat Flotilla ONE, under the command of Commander Allen P. Calvert.

Lt Kennedy, took over command of PT-109 (he was the 3rd Skipper) on 24th April 1943.  Starting in late April, the PT boats were increasingly conducting patrols in the Russell Islands area and on 16 June, PT-109 along with other boats moved to a forward operating base on Rendova Island.

On 1 August, an air strike by 18 Japanese bombers attacked this base, damaging PT-117 and sinking PT-164. A strange side note - during this attack 2 torpedoes were blown off the 164 boat and ran erratically around the bay until they ran ashore without exploding.

Intelligence reports indicated five enemy destroyers were scheduled to run that night from Bougainville Island through Blackett Strait to Vila, on the southern tip of Kolombangara Island. Despite the loss of two boats, the flotilla sent out fifteen motor torpedo boats in four sections to meet the Japanese destroyers.

Lt Brantingham in PT-159 made radar contact at midnight with ships approaching from the north, close to Kolombangara. Soon after this, he sighted what he believed to be large landing craft and closed range for a strafing run only to run into heavy shellfire that revealed the "landing craft" to be destroyers. He fired four torpedoes and PT-157 launched two as well, before the two boats withdrew.

Lt Kennedy in PT-109 patrolled without incident until gunfire and searchlights were seen in the direction of the southern shore of Kolombangara. The location was undetermined, however, and PT-109 rendezvoused with PT-162 to determine the source of firing. PT-109 then intercepted a terse radio message (probably from PT-159) "I am being chased through Ferguson Passage. Have fired fish." At this time, PT-169 came alongside and reported an engine out of order. She lay to with PT-109 and PT-162 to await developments while instructions were requested from base. Orders were received to resume normal patrol station, and PT-162 being uncertain as to its position, requested Lt Kennedy to lead the way back to patrol station.

Lt Kennedy started his patrol on one engine ahead at idling speed. The three boats were due east of Gizo Island and headed south with PT-109 leading a right echelon formation. Unknown to them, the Japanese destroyer Amagiri was returning north after completing a supply mission to Kolobangara and had spotted the torpedo boats at a range of about 1,000 yards. Rather than open fire--and give away their position--the destroyer captain, Lieutenant Comander Kohei Hanami, turned to intercept and closed in the darkness at 30 knots.

Initially spotted by PT-109 at 200 to 300 yards, Lt Kennedy ordered the boat turned to starboard, preparatory to firing torpedoes. With one engine, the turn was too slow and the destroyer rammed the 109, splitting the boat apart. The Japanese destroyer was slightly damaged in the collision, smashing part of the bow and bending the propellers, yet, the warship still made 24-knots on the run home to Rabaul and arrived safely the following morning.

Meanwhile, the crew of PT-109 were thrown in the water as the Japanese destroyer sliced through the boat. Fire ignited spilled gasoline on the water some twenty yards around the wreckage, driving the crew in all directions. It quickly became clear that the forward half of the boat was still floating after the flames died down and Lt Kennedy, Ensign Thom, Ensign George Ross, QM3 Edman Mauer, RM2 John Maguire and S1 Raymond Albert all crawled back on board the hull. Shouting soon revealed three men were in the water some 100 yards to the southwest, while two others were an equal distance to the southeast. These were GM3 Charles Harris, MoMM2  William Johnston, MoMM1 Patrick McMahon, TM2  Ray Starkey and MoMM1 Gerald Zinser. Unfortunately 2 sailors, TM2 Andrew Kirksey and MoMM2 Harold Marney, were never seen and presumed killed in the collision with Amagiri.

Lt Kennedy swam to the group of three where he found one man helpless because of serious burns and another struggling to stay afloat owing to a water-logged Kapok life jacket. Trading his life belt to the latter sailor, he towed the injured man back to the wreckage of PT-109. Returning to the scene, he helped tow the exhausted crew member back to the boat. Meanwhile Ensigns Thom and Ross towed the other two survivors back to the floating section. 

Daylight on 2 August found all eleven survivors clinging to the wreckage of PT-109 about four miles north and slightly east of Gizo anchorage. When it became obvious the boat remnants would sink, Kennedy decided to abandon ship to a small island some four miles southeast of Gizo, hoping to avoid any Japanese garrisons that way. At 1400, the crew pushed off for land, towing the badly burned engineer and two non-swimmers on a float rigged from a wooden post which had been a part of the 37mm gun mount. Arriving on shore, the group took cover and set up a temporary camp.

That night, Lt Kennedy donned a life jacket and with a salvaged battle lantern, swam to a small island a half-mile to the southeast, then along the reef stretching into Ferguson Passage where he tried unsuccessfully to intercept patrolling motor torpedo boats. Returning in the morning, he turned the lantern over to Ensign Ross who swam the same route into Ferguson Passage that evening. He too had no luck and returned the next morning.

When the remaining rations and all the local coconuts had been consumed, the survivors investigated a small islet west of Cross Island and took cover in the heavy brush the next day. Undaunted by the sight of a New Zealand P-40 strafing Cross Island itself, Kennedy and Ross swam to that island in search of food, boats or anything which might prove useful to their party. At one point, the two men found a Japanese box with 30-40 bags of crackers and candy and, a little farther up the beach, a native lean-to with a one-man canoe and a barrel of water alongside. About this time a canoe with two natives was sighted but they paddled swiftly off despite all efforts to attract their attention.

During the night of 5 August, Lt Kennedy took the canoe into Ferguson Passage but found no PT boats. Returning home by way of Cross Island, he found the two natives there with the rest of the group. Ensign Thom, after telling them in as many ways as possible that he was an American and not a Japanese, finally convinced the natives to help the Americans. The natives were sent with messages to the coast watchers on Wana Wana, one was a pencilled note written the day before by Ensign Thom and the other message written on a green coconut husk by Lt Kennedy.

The next day, eight natives arrived with instructions from the coast watcher for the senior naval officer to go with the natives to Wana Wana. After the natives dropped off food and other supplies,  they hid Kennedy under ferns in a large war canoe and paddled to Wana Wana. The war canoe reached its destination about 1600 hrs and later that night Kennedy made rendezvous in Ferguson Passage with PT-157, piloted by Lt W. F. Liebenow. In company with PT-171, and guided by natives who knew passages through the reefs, the survivors were picked up by small boats later that evening. Everything went off smoothly and PT-157 returned the survivors to Rendova by morning.

Lt Kennedy was awarded the Navy and Marine Corps Medal "for extremely heroic conduct as Commanding Officer of Motor Torpedo Boat 109 following the collision and sinking of that vessel in the Pacific War Area on August 1-2, 1943. Unmindful of personal danger, Lieutenant (then Lieutenant, junior grade) Kennedy unhesitatingly braved the difficulties and hazards of darkness to direct rescue operations, swimming many hours to secure aid and food after he had succeeded in getting his crew ashore. His outstanding courage, endurance and leadership contributed to the saving of several lives and were in keeping with the highest traditions of the United States Naval Service.".

PT-109 earned two battle stars for the following operations:
1 Battle Star for the Capture and Defense of Guadalcanal, 7-8 December 1942, 13-15 January 1943 and 1-2 February 1943.
1 Battle Star for the New Georgia Group Operation: New Georgia-Rendova-Gangunu Occupation: 1-2 August1943.

And in-case you are wondering, President Kennedy stayed in the Pacific after recovering from his ordeal with the sinking of the 109. He became the skipper of PT-59, a PT converted to a gunboat. Far deadlier.

PT-109, the boat... 
PT-109 that night was manned by 3 officers and 10 enlisted men. For armament, PT-109 carried four 21-inch Mark 8 torpedoes and mounted four .50 caliber machine guns in two twin mounts. One 20-mm was mounted on the fantail aft. Besides the normal PT-Boat compliment of small arms, that day, Aug 1, a 37mm anti-tank gun was found and lashed to the bow.  Better firepower for barges.

Communication with other boats was with both a blinker tube having an eight-inch searchlight and by voice radio that had a range of 75 miles.

Propulsion was via a trio of Packard 4M-2500 supercharged gasoline-fueled, liquid-cooled marine engines. Fuel consumption  was exceptionally heavy with these engines (modified aircraft engines). A PT boat carried 3,000 US gallons of 100 octane aviation fuel, enough for a boat to conduct a maximum 12-hour patrol. Some 200 US gallons an hour were consumed at a cruising speed of 23 knots, increasing to 500 US gallons per hour at top speed. Hull fouling and engine wear could both decrease top speed and increase fuel consumption materially.

Max speed for a range of 358 miles was 35 knots (30 mph). A full-load patrol speed of nine knots would be usual in covering a 600-mile range. Under ideal conditions, and after torpedoes have been fired, a maximum speed of approximately 46-knots (roughly 40 mph) was possible.

The Bliss–Leavitt 21" Mark 8 torpedo was the bane of a PT Boat skipper and a torpedo-man's nightmare.  With many technical difficulties from just launching the torpedo to lack of precision depth setting and less than 500 lbs of TNT for a warhead,  50% to 75% failure rates were common.  The Mark 8 ran too deep for use against the Japanese barges with their shallow draft and with the small warhead, torpedoes that were used against DD's and hit, lacked the explosive power to damage and sink a DD.

With all this said, PT boats and their crews served admirably in all campaign areas during the war.  Whether preforming rescues of Coast Watchers, other military personal and downed airmen, or beach landing patrol coverage (protecting the rear of a landing force), getting in the destruction of a destroyer or the sinking of supply barges, the PT Boats and her crews were there preforming their job and mission to the best of their ability. These were truly the Knights of the Navy.   

The game...

Profile in Courage PT-109 is a grand little solitaire game. It can be ordered directly from High Flying Dice Games and costs $* and shipping.

Components...
The game comes with in a large zip lock bag with the following:
  • one 11"x17" game map
  • 24 playing cards
  • 24 single sided un-mounted counters that are actually larger than usual for HFDGs.  :D
  • and a four page set of rules (actually 3 pages of concise rules, as the 4th page is game charts.)
In addition, two D6 dice are needed.  That's it. Pretty sweet as far as I am concerned. Easy to mount the counters and the playing cards are easy to cut out. 

Game Map...

The game map is 11"x17" (ledger) in size with most of the map dedicate to ocean and islands, representing the areas where PT-109 patrol from April 1943, to August 1943 - Rendova Island, Blackett Strait and the various other islands, northwest of New Georgia. A reference grid is provided along the left side and top for placing units for play. Located on the bottom is both the Round Record Track and a Game Turn Record Track that also does double duty for Victory Point record keeping.

Instead of hexes or area movement, the game map is divided into squares. No diagonal movement can be made for either side, only left to right or up or down. There are a couple of areas that neither side can enter or move thru and these are marked on the game map with darker blue. The Japanese units move accordingly to the "Japanese Movement Table" requiring 2 D6s. 
 
PT-109 can move up to 3 squares if not damaged or 4 squares if carrying extra fuel (1 fuel marker is expended every time PT-109 moves an extra space). A maximum of 2 unit counters (ship type) can occupy a square. For example if 2 Japanese units are in a square, PT-109 can't enter that square.   I like this map and I believe Bruce did the game proud. 

 

Counters...
The game counters are single sided and need to be mounted. Of course, one can get these mounted for a small additional fee. If you order the counters mounted, see if you can purchase an extra copy of the counter sheet in-case you lose one.

These counters are 3/4" in size and one is aprx 6"x11" in size, this being the top down view of PT-109 for placement of the "Resource" markers and the various game charts/game tables needed.

There are 23  .75" (3/4") counters consisting of:
1) 5 "Resource" markers used for keeping track of what resources are available for the 109.
2) 1 "PT-109" boat movement counter for game map.
3) 5 "IJN DD" movement counters representing either IJN DDs or barges for the game map.
4) 5 "Flag" markers representing the IJ supplies or troops when called for in the game.
5) 2 US Victory Point markers.
6) 2 IJN Victory Point markers (used to subtract from US vp)
7) 1 Game Turn  marker and 1 Game Round marker.
8) 1 marker for either Coast Watcher rescue or landing party cover, when it is needed.

Though few in number, these counters and markers are very well designed. I like these counters.

Counter #24 the Players Aid Card...

Yes, that's right - there is a 24th counter and it is the players aid card. This shows a top down view of PT-109, along with various charts or tables. The top down view is used for keeping track of the resources available for the PT-109, such as extra fuel, ammo, medical kit, the 37mm AT gun, etc.

I also believe that this is the largest counter ever from High Flying Dice Games. 😀

Game Cards...

The game cards are the heart of the game. These cards are very informative and have the instructions for carrying out the Japanese actions on them.

Twenty-four cards need to be cut out, but only 23 are used. The 24th card is a content card showing the various card types, how they are used and the symbols used (a very important card indeed).

How to use the cards is very well explained in the rules.  I like these cards. Not only is there the "heat of action" combat cards, but also a little humor, such as my favorite "Time for a Sandwich and a cup of Coffee" card.  There is always time for coffee.

Again, Bruce outdid himself with the design of these cards.

The Rules...
The rules are not very long in length, but the story they have to tell can fill a room.  From the historical introduction on page 1 to the ending art on page 4, they are well written. Of particular note is the Play Sequence, which is important.

Play Sequence...
The game is played in four rounds of ten turns each with each round consisting of 8 phases that must be strictly adhered to in this sequential order:

Preliminary Phases 
1) Rendova Event
2) Mission Determination / Deployment of Japanese units
3) Create the card deck
4) Prepare for Mission

Operation Phases
5) Movement of Japanese units
6) Movement of PT-109
7) Resolve Contact (may result in combat)

End of Round Phase
8) Return to Rendova and score the round

The Preliminary Phases 1 to 4 are done only one time per Round (i.e. at the beginning of the Round)

The Operational Phases 5 to 7 are repeated in each of the 10 turns that make up a Round.

The End Phase 8 is done once at the end to complete the Round.

The game looks complicated, but after a couple of turns, all of this become second nature. I'm not going into a lot of the detail on the 8 phases, luckily for us players, there is a "Detailed Summary of Each Phase" section in the rules.  This section does a beautiful job of explaining all the phases, how many cards to draw, when to draw the cards, basically when/what/how to do everything.

Between this part of the rules and the instructions on the cards, one can play with history on those fateful few months of a young PT Skipper, his crew and his boat in the Solomon Islands during the months of July and August 1943.

I just received this an addenda file on PT-109. It is as follows:

Profile of Courage: PT-109 Addenda
February 2019

Page 1, Game Components (correction and clarification). There are 24 game pieces in the game. 23 are square markers/units. The 24th is the large top view/deck plan of the PT-109 that is used to record the various resources and status of the boat. Use the VP and Point markers to record the number of Victory Points and delivered Japanese supplies/troops on the Game Turn/Record track.

Page 1, Play Sequence (correction): There are 8 phases in each turn (not 9). The asterisk in the first line references the blue text area below the Sequence of play (the corresponding asterisk at the start of the first line in that area went missing).

Page 2, second blue box area on left side (correction): The second line should read “Is drawn, there will be no shuffle deck.”

Page 3, left column (correction and clarification): The third line should read “penalty in VPs will be deducted from your score.” Use the 1 through 10 spaces on the Turn Record Track to record the level of VP during the game.

Time for the buns ratings:
•  Complexity of the game = LOW
•  Solitaire =  LOL, now what do you think? HIGH of course
•  Enjoyment Level = VERY HIGH (imho)
•  Nail biting =  not knowing how the dice will come up or what cards, it can get a little nerve racking. I give it 5 fingers worth of chew.
•  Historical Level = there's the PT-109 and the IJN DD Amagiri in the game.  There is also air attacks, danger of crashing the 109 into the dock (that did happen) trying to be first in line for refueling.  And of course the failure of sinking a ship due to faulty torpedoes. I would have to peg this at HIGH  
•  Length of typical full game of 4 rounds with 10 turns each = about 1 to 2 hours.

Bibliographies:
PT 109: John F. Kennedy in World War II
by Robert J Donovan
ISBN-13: 978-0785105985
ISBN-10: 0785105980

PT 109: An American Epic of War, Survival, and the Destiny of John F. Kennedy
by William Doyle
ISBN 978-0-06-234658-2

Both are fine books and good reads.

And of course the one media that most of us (well, my generation is probably most familiar with) the movie - PT-109 starring Cliff Robertson (President Kennedy's choice)and released in 1963. Below is a small clip from the movie. Guess who is playing the helmsman on the Amagiri, though not credited (Oh myyyyy)?

The movie is good and true, however, a few of the action scenes didn't happen with the 109, but instead with Lt Kennedy and PT-59, such as the rescue of the Marines and running out of fuel while doing so. But it is the first movie that covered part of the life of a living U.S. President.

After thoughts... 
Out of the 20+ games played since I received this game last week, I find it one of the ones I keep going back too. Why? To see if I can do better. Sure there is a lot of die rolling, but that's the fun of it. I have done a lot of research and cannot find another board game that was published only on those last few months of PT-109s life. 
 
This is the first non-computer wargame on PT-109's last days.

Rod really went all out when he designed this game. It's the little things that show up in the game, that makes this one stand out. From eating a sandwich to air attacks to sinking barges, it is pretty much all there in the cards.

Is the game a keeper? I would say yes. Is it fresh and fun? Again, I would say yes it is. Will it last out the years? Who knows. But, one can ask themselves after playing the game, did I learn something? Did I have fun? I believe the answer would be "yes".  It's not a detail simulation of a PT Boat, wasn't meant to be. But, it is a fun, quick game, with meat.

I am sure there are other games coming out from various publishers on the MTB's of War, whether WW1, WW2, or present day, as this area has been neglected too long. 

Actually, as my first game I ever received as a present from Santa, when I was a wee squirt, is this one called "P.T. Boat 109" by Ideal.  And that was Dec 1963. This was like Battleship. And beat Hasbro by 5 years before they brought out "Battleship". Fun, had lots of little plastic pegs used to record damage, had pt-boats, DD, Ca, BB, and CV's, and a screen to keep someone from looking at your setup.  B-4 "Miss".

And one more thing...

If you like the artwork "PT Attack" that Mike graciously allowed to be used in this review, it can be order directly from the artist, Mike Newcomer. Please contact him via email for ordering at newks1052@ptd.net.  Cost is $20 plus postage.  Size is 11"x17".

I don't believe you will find another piece of artwork like this with 2 IJN Rufes (Nakajima A6M2-N) attacking PT Boats.

Thanks for reading. And good gaming!

-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.


1.7.18

Thunder Gods, a game of USN survival, 1945 - updated 07-11-18

Title:Thunder Gods
Price: $*
Designer:Paul Rohrbaugh
Graphics Designer: Bruce Yearian
Publisher: High Flying Dice Games, LLC
Published Date: 2009/2013

The Game:
Up for review is a game about Kamikazes attacking the United States naval forces during the  battle of Okinawa 1945. Originally published in Panzer Digest #5 by Minden Games, 2009, the game version I am reviewing came out in 2013, as published by High Flying Dice Games, LLC. Designed by Paul Rohrbaugh with graphics by Bruce Yearian.  Though a two player game, it can be played solitaire very easy.

"Thunder Gods" is comprised of three separate 4"x6" game maps and aircraft counters (the counters need to be mounted and cut out); a 4 page very concise and well-written history by Paul; a set of over-all rules for "Thunder Gods"; a small 1/6 of a sheet of addenda (errata) and a set of rules to join all three maps and counters together for a much larger and longer game. Cost for this game is very inexpensive, only $*.

There is also a card set available for the game from High Flying Dice Games. I don't have this card set, yet. I do have several of these card sets and I can promise you that they make the game easier than just using a regular deck. All the math of dividing numbers is done for you on the cards, Special abilities instead of having to consult charts, etc, are on the cards. Even with the cost of these ($*) plus the cost of the game, all is $* and costs much much less than the average game from one of the other gaming companies. And for that alone these are worth it.

Players will need to provide a deck of regular playing cards, if not using the card set and unlike most games from HFDG, no dice (for combat) is needed - nice. Though "Thunder Gods" is consider as an introductory level game, there is enough in the game to make a player(s) pay attention to their game play.

Note: "$*" means prices have change and I am not sure what the cost is anymore.

The game maps:
There are 3 game maps - each game map shows either three Fletcher Class DDs (imho the best of any destroyers ever built), or three LST's (representing cargo-transport type ships) and three Carriers - one fleet CV (Essex class) and two CVL's (Independence class), the primary targets of the Kamikaze attacks. The game maps are divided into an "inner defense perimeter" circle, an "outer defense" circle and the "CAP zones" (US close air patrol).

The background photo on all game maps is a forward looking oblique photo of the ocean. If you position the game map with the ships stern facing you, one can see the waves and as you follow the game map towards the front, one can see clouds off in the horizon. Very nice work Bruce!

The ships:
Each ship has two ratings related to their play - a Defense Factor, and an Anti-Aircraft Factor (for attacking the kamikaze acft). Victory Points are awarded for damaged, crippled and sunk ships.

Note the little boxes next to the US ships. When a ship has taken damaged, place one of three counters labeled "Damage" (with a flip side of "Sinking") in the correct box. When it is "sunk", flip the damaged counter over to "sinking" side. Oi vey.

just some of the aircraft graphics
The aircraft:

The acft also have an AF and a DF printed on the counter.  IJ Acft are also divided into "E"scort and "K"amikaze. "E"scorts can attack US aircraft, while "K"amikaze can only attack ships.  And US fighters can attack both IJ acft. Bruce made sure we could see whether it was an Escort or not. Kamikazes have a red number while Escorts have a black number.  

The counters on one game map consist of:
For the USN, seven counters (and depending on the game sheet):
four F6F Hellcats or F4U Corsairs and three damage/sinking counters. [use these in the little boxes, next to the ships as they get damaged]

For the Japanese,  ten counters consisting of:
two Yokosuka D4Y Suisei (Judy) counters, one Nakajima B6N Tenzan (Jill) counter, one Aichi D3A Type 99 (Val) counter, five Mitsubishi A6M (Zeke aka Zero) counters in Navy and Army, one Mitsubishi G4M (Betty) counter with the Ohka MX7 on the backside and on one of the game maps the Kaiten counter replacing the first D4Y.

Each counter shows the plane type, attack factor, and defense factor, like the ships. And each acft has a damaged back side.

Game Play:
After cutting out and mounting the counters, it is time to get ready to play.  The Bun recommends to play either of the 3 games, one map at a time before combining all three maps together, to get a feel for the game.

Just remember though the game is low in price and is considered an introductory game, it truly isn't.  One can't just haphazardly  play the game without thinking. Otherwise that player will lose the game.

Rules are about 1/2 sheet in length and the game uses very clear concepts to simulate Kamikazes crashing into US Naval ships.    I am a firm believer that games have become too complicated and too long for normal play, that a low counter, less complicated style of game is the way to go, like this one.

The rules:

1: Setup:
Setup is pretty simple. Grab a normal card deck and remove one joker (leaving one for play) or use the Thunder Gods card deck from HFDG.  A randomly selected red card is drawn from the deck and a F6F is placed in the CAP zone A and one in CAP zone B. The Japanese player places all his aircraft near CAP zones A  or B, off the game map.

2: Play:
The Japanese player goes first using the selected red card from above. Then the US player.  Each player alternates drawing a card and chooses to either activate units or pass.  Red CD's are for the Japanese, while Black is used for the US player.  Face cards, Ace, can be frustrating for the US Player.  Depending on the card drawn, a player can do one of the following:
  • move, 
  • air unit attack another air unit
  • ship AA attacks
  • Kamikaze attacks ships
3: Movement:
Any number of acft may be in the same zone. Units moved from zone to zone (adjacent connected areas).  Please note, Japanese acft may leave the game map by moving into the "Transit Area from any zone. Once moved they can only leave this area by moving off the game map and they do earn VPs for this. It is assume that the Japanese acft are going to attack other ships around Okinawa. 

4: Air Attack:
Attacking is voluntary and there is no CRT to be used. Instead a card draw is used to resolved the air attack. Clever is all I can say.

5: Kamikaze Attack:
Instead of a move or attack (air attack), the Japanese player may do a Kamikaze attack.  Again, a card draw is used to resolve this.

6: Winning the game
Game lasts as long as there are Japanese  Kamikaze units left in play.  After the joker is drawn, and there are Kamikaze units left in play, then the deck is re-shuffle.  VP are scored by IJ aircraft exiting the "Transit zone" and by damage, crippled, or sunk US ships. Japanese player wins by scoring 20 or more VP.

A somewhat condense history:
Many books have been written on the history of the *Kamikazes - the hows, whys, and therefores Japan made use of this terror weapon, I am not going to go into any great depth on this history.   Suffice to say, that thru out the war, a pilot, who was possibly severely wounded or whose acft was damaged, might plunge his aircraft directly into a ship to try and destroy it, but this action was few and far between on both sides. 

For example, during the Battle of Santa Cruz (Oct 26, 1942) it is recorded that 2 IJN damaged acft hit the CV USS Hornet - a Val that crash into the island and a Kate that struck the bow. Though these 2 crashes only caused light damage, the USS Hornet was sunk because of the two torpedoes that struck the ship earlier.  Also another damaged Kate attacked and hit the USS Smith (DD-378, escorting the USS Enterprise) killing 57 men.

Note: the term "kamikaze" was not used by the main stream Japanese, instead the Japanese used "shinbu". The Japanese also referred to kamikaze attacks as "tokubetsu kogeki" and the units used to conduct these attacks as "tokubetsu kogeki tai". However, the term "kamikaze" was what the Allies called these suicide attacks and like most words that the Allies use, this was imported back into the Japanese language after WW2 and will be used here.

The following abbreviations are used thru out this review: 
  • IJN: Imperial Japanese Navy.
  • IJ: Imperial Japanese
  • JAAF: Japanese Army Air Force.
  • acft: air craft
  • CV: Fleet carrier (the biggest)
  • CVL: Light carrier
  • CL: Light Cruiser
  • DD: Destroyer
  • AF: Attack Factor
  • DF: Defense Factor
Many IJN officers were advocating the use of deliberate suicide attack by one plane with a bomb, as early as 1943.    At a Japanese military conference on Oct 19, 1944 Vice Admiral Takijiro Ohnishi, commander of the IJN First Air Fleet in the Philippines, stated that with the coming battle for the Philippines, the only way to make sure his meager force would be at maximum effectiveness in destroying the enemy, was by organizing suicide attack units composed of Zero fighters armed with 250Kg (that's 550 lb) bomb, with each plane to crash dive into an enemy carrier.

Thus the birth of the first Special Attack Force, the 201st Air Group and the official go ahead.

The Kamikaze was basically using a human as the guidance system for a missile type weapon. Something the US did not see coming or understand.  How can a culture be deliberately killing themselves to destroy an enemy like this?  Simple, it can be one of three things  - either (1)extreme patriotism [to act as the sword and shield for the Emperor against an invader was consider the supreme sacrifice and honor] or (2)brain-washed into doing this or (3)forced by threats of death to a person whose culture is not as death prone, such as the Koreans. 

The Japanese culture was taught to "hold life lighter than a feather", with suicide being an act of pride and honor, never cowardly as it is seen in western culture.  However, there are many stories that has come out over the years about 17 to 20 year olds being kicked, hit, and simply accepting this fate to stop the beatings as well as the stories at how volunteers were flocking to become kamikaze pilots. Some writers are claiming that the stories of abuse and brain-washing is just propaganda from the Allies. As time wore on, modern critics questioned the nationalist portrayal of kamikaze pilots as noble soldiers willing to sacrifice their lives for the country.

In 2006, Tsuneo Watanabe, Editor-in-Chief of the Yomiuri Shimbun, criticized Japanese nationalists' glorification of kamikaze attacks: "It's all a lie that they left filled with braveness and joy, crying, "Long live the emperor!" They were sheep at a slaughterhouse. Everybody was looking down and tottering. Some were unable to stand up and were carried and pushed into the plane by maintenance soldiers."

Also please note that not all the Kamikaze pilots  were Japanese. There were too many instances of young Korean males being forced to fly this type of a one way mission. 

My only question is how many of these brilliant young men could have come up with some type of future discovery to benefit all of mankind, if they had lived?

to the left - members of 72nd Shinbu Squadron. Three of the five are 17 years old and the other two are 18 and 19 years old. The photo was taken the day before their mission. Left to right: front row Tsutomu Hayakawa, Yukio Araki, Takamasa Senda back row Kaname Takahashi, Mitsuyoshi Takahashi.

By the time of the Battle for Okinawa April 1945, Kamikaze attacks reach it's zenith, with the attacks more effective, more ships were hit and sunk. From April 1, 1945 to Jun 22 1945, the Japanese launched over 7 major attacks with aprx 1500 various aircraft (acft) on the Allied navy (don't forget the United Kingdom was well representative in the Pacific and at this battle with the US Navy. The UK forces provided well over 25% of the entire strength with Carriers, Battleships, Cruisers, Destroyers, smaller sea craft and aircraft.).

My research has found the following for the Battle of Okinawa April 1 1945 to June 22 1945:
  • Aprx 1500 sorties - April 6 1945 to June 22 1945, both the IJN and the JAAF from Kyushu 
  • Aprx 185 individual sorties from Kyushu
  • Aprx 250 individual sorties from Formosa
  • Aprx 34 US Navy ships sunk (no capital ships sunk, a couple of CVs damaged. Mostly sunk was DD's on picket duty, and smaller ships, LST's, etc.)
  • Aprx 368 US/UK ships damaged  (this does include capital ships of UK/US)
  • Aprx 4900 US/UK fatalities (KIA or MIA)
  • Aprx 4800 US/UK wounded
It is safe to say, no one really knows the correct amount of ships, sunk or damaged, the amount of Kamikazes flown, and/or the amount of military KIA's or WIA's.

This type of attack was highly demoralizing to the US sailors and other military aboard the ships.  It was so bad, that the Navy enforced a censor to clamp down on any information getting out, both in the Navy and back home.

The U.S. Navy destroyer USS Callaghan (DD-792) in 1944-45. A Japanese plane, skimming low and undetected, crashed into Callaghan on the starboard side. It exploded and one of the aircraft's bombs penetrated the aft engine room. The destroyer flooded and the fires which ignited antiaircraft ammunition prevented nearby ships from rendering aid. Callaghan sank at 02:35, 28 July 1945, with the loss of 47 members of her crew. She was the last Allied ship sunk by a kamikaze attack during the war. 

USN Naval Guns:
The numerous 20mm Anti Aircraft guns, though effective against normal attacking aircraft, was very ineffective against the kamikazes in a dive.  The small size (weight)  and lack of kinetic energy (powder charge) from the round was not enough to destroy a diving kamikaze. Though the 40mm Bofors twin mount was very good, (which btw was replacing the 20mm guns), it too lack the ability to completely stop a diving aircraft. Both would shred parts of the aircraft, but just didn't have the mass to "stop" any of these aircraft. 
 
Against a diving kamikaze the savior was the 5"/38 gun when used in an AAA role. It literately slammed into the aircraft and stopped it dead in flight. However, it was a heavy mount and most ships from DD on down, couldn't handle the additional weight of having all the 40mm's replaced with these guns.

This is not to say that the 20mm and 40mm were not effective. Data collected by the Navy showed that 50% of the kamikaze kills were by the 40mm, 27% by the 20mm and 23% by the 5"/38 guns.. 

The photo to the right is of 2 rounds I have, a 40mm/60 training round and a 20mm spent round inside a 40mm base.  Amazing that these two different rounds inflicted as much damage as they did.  Note - the 3" and 4" were also effective, but weren't installed on many ships after 1941.

Time for ab's ratings:
•  Complexity of the game - very LOW with low medium overtones.
•  Solitaire - HIGH (a little work is needed)
•  Enjoyment Level - VERY HIGH (imho)
•  Nail biting - 8 fingers worth. One doesn't want to lose ships to this type of attack, I ruin 8 finger nails making decisions and watching the Japanese player sink and damage half of my ships (Both CVLs, 1 DD, and 1 LST)
•  Historical Level - High. This game has a solid historical reference background and a very solid OOB (Orders of Battle) with different Japanese acft and the correct USN acft - F6F Hellcats and F4U Corsairs. I lost a few of these acft too.      
•  Length of typical full game - about 30 mins to about 1.5 hours for the full campaign game.
•  Out of the 5 games played, The US won 2 of the them, while the Japanese won 3.  This should be about where Paul was aiming for in the game. aprx 50-50.  (side note: Now that I have a hundred games played, it is now a US to Japanese 65-35 win. Again, it looks like it is keeping to the percentages the designer set up.)

A good book to find:  This would be "Kamikaze: Japanese Special Attack Weapons 1944–45", a 2011 Osprey Published, New Vanguard #180, by Steven J. Zaloga and illustrated by Ian Palmer.  This is an excellent book on the history of all types of these weapons by the Japanese during the war, including of all things, "Kamikaze Tanks".
 
What I like and didn't like:

  • Like: I like the simple play and low amount of rules.  Though introductory in design, it does take more thought to play, than one would think. This is like Chess and I like Chess. Rules are very easy to learn, but requires some work to master. 
  • Like: The counters for the most part are very good. The size they are when cut from the game sheet (lack of a better term) though is 1/2" in size and a little small for me. Perfect, to fit on the game map.  The color of the aircraft, and showing an escort acft (E) and the Kamikazes (K) with those letters is great.
  • Like: Lack of a CRT is nice by handling everything thru a card draw.
  • Like: the 4 pages of history and recommendations on good books on this battle.  Having a game is fun, but it may be a battle that one doesn't have any books on. Including a short history on a particular battle is like chocolate frosting on a chocolate cake - wonderful.  [updated Jul 11, 2018 - found my notes. :P  )
  • Like: I do like having area type movement. Honestly, area movement for many games is the best.  Hexes are just, well, confining. 
  • Did Not Like: Having the US Naval ships permanently as part of the game map.  I came up with a larger game map and separate USN ships that can be placed on the new game map(s).  (see "Second thoughts" below for my fix)
I enjoy Thunder Gods. I tend to play it every few days or so, as it is one of those games where "let me try it one more time to better my score". Thank you Paul for designing and publishing this game and of course to Bruce for his graphics design. 
 
and yes, I still play this game, even today June 9, 2024.

Second thoughts:
Every game needs something "more". In this case, I found the game maps to be too little for me to see good (yeah, these old eyes are going bad).  I would love to see this game get a minor (or would this be a major?), overhaul with new larger counters, about 5/8" to 3/4" in size for the aircraft and separate ship counters 2"x 7/8" for the ships (or have the ships on cards with the boxes, but moveable.) and a new larger map. Trust me, this would be worth it for $25 - $30.  Possible the Battle of the Philippines variant too and/or some UK ships.
 
I made my own by blowing up the aircraft counters, found top down views of US CVs, CVLs,  DDs, Cargo Ships, an Oiler and LSTs and mounted them. I also redid the game map much larger, though to be honest, not in the same league of great graphics of Bruce.

End Cap:
There are not very many games based on Japanese Kamikaze attacks. There is/was "Kamikaze" by Fire and Movement magazine, issue #31, published long ago in Dec 1982, good luck on finding that one without spending a fortune and of course there is the newly released, "Picket Duty" version 2, designed by Steve Dixon and published by Legion Wargames. (be sure to swing by Steve's web page for the errata)

Updated 10-03-19 to correct some thoughts, use of the English language and other small items.

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.


8.3.18

Unternehmen Zerberus 1942

Ah yes, another pocket game! This time it is the naval operation of die Kriegsmarine "Unternehmen Zerberus" (Operation Cerberus). This operation involved the German Scharnhorst class Battleships (Scharnhorst and Gneisenau) (actually, battle cruisers), the heavy cruiser Prinz Eugen, and escorts.

How and why did it come about: In late 1941, Adolf Hitler ordered the Oberkommando der Marine (OKM German Navy high-command), to plan an operation to return these 3 ships to German bases, to counter a possible British invasion of Norway. A meeting was held in Paris on 1 January 1942, for the final planning of the operation. The short route up the English Channel was preferred to a detour around the British Isles, to benefit from surprise and from air cover by the Luftwaffe and on 12 January 1942, Hitler gave orders for the operation to be conducted.

Use the force Winston, use the force:  The British had and used many tools to learn about this operation. With the use of the Engima machine they were able to decrypt secret German radio messages, with the use of the RAF Photographic Reconnaissance Unit (PRU) to fly reconnaissance, and with the use of agents in France run by the Secret Intelligence Service (MI6) to keep watch on these ships and report any damage caused by British bombers.

Operation Fuller, a joint Royal Navy and RAF contingency plan, was devised to counter a possible sortie by the German ships against Atlantic convoys, a return to German ports by circumnavigating the British Isles or a dash up the English Channel. The concentration of British ships in southern waters was inhibited by a need to keep ships at Scapa Flow in Scotland, in case of a sortie by the German battleship Tirpitz from Norway. The RAF had been required to detach squadrons from Bomber and Coastal commands for overseas service and also kept torpedo-bombers in Scotland, again, to be ready for Tirpitz. This did constrained their ability to assemble large numbers of aircraft against a dash up the Channel, as did the winter weather which reduced visibility and unpredictably shut-down airfields with snow.

One ship, two ship, three ship, hot damn:  On 11 February 1942, the Kriegsmarine ships left the port of Brest, France at 021:14 hrs and escaped detection for more than twelve hours, approaching the Strait of Dover without discovery. The Luftwaffe conducted Unternehmen Donnerkeil (Operation Thunderbolt) to provide air cover and as the ships neared Dover, the British belatedly began operations against the German ships. The RAF, the Fleet Air Arm, Navy and coastal artillery operations were costly failures.  

So, why were the British surprised?:  By 13 February, the ships had reached German ports, Winston Churchill ordered an inquiry into the debacle and "The Times" denounced the British fiasco. Some of the blame for this debacle can be blamed on several items - such as the ships leaving the French port on a moonless night, and the time of year and winter weather which all lead to reduced visibility. The RAF also had to contend  with  winter weather which did shut-down airfields.

Aftermath:  As the Scharnhorst and Gneisenau enter the North Sea, both hit mines and were damaged with the Scharnhorst being put out of action for a year. On 23 February, the Prinz Eugen was torpedoed off Norway, repaired, and spent the rest of the war in the Baltic. Gneisenau went into a dry dock and was bombed on the night of Feb 26/27, 1942 never to sail again, and the Scharnhorst was sunk at the Battle of the North Cape on Dec 26, 1943.

The Kriegsmarine judged the operation to have been a tactical success and a strategic failure, by exchanging a real threat to Atlantic convoys by German surface ships for a hypothetical threat to Norway.

Also this "Channel Dash" marks the 2nd (and hopefully the last) time in English history that an enemy naval force successfully navigated the English Channel (the first was in 1588 the Spanish Armada.).

The Game:   Operation Cerberus: The Channel Dash is pocket game #12, ©LPS, Inc 2011-2018. Designed by Paul Rohrbaugh with graphics by Dave Friedrichs.
 
The game is comprised of the game map, the rules and counters. Before cutting out the counters, take the game to a print shop and have the 4x6 game blown up to 11"x17", both sides. This will give you a decent size game map, easier reading rules, and 9/8" size counters, keeping the original 4x6 pocket game if ever needed for counters, rules or a new game board. (yes, as long as you have the game, you can do this.). 4"x6" needs to be blown up 251% to have the map fit 11"x17" and give you counters a little larger than 1" (makes it easier to hold and move).

Parts of the Game:  The game map is comprised of various charts and 9 movement areas (a German beginning square (Port of Brest), German ending square ( Wilhelmshaven and Brunsbüttel home ports), 7 movement areas (sea areas) and 1 British naval deployment circle that can attack sea areas #5, #6, and #7. Movement sea areas #1, #4, #6 and #7 are mined, representing the areas the British had air-dropped mines.

Both the Scharnhorst and Gneisenau hit these mines as they enter the North Sea.

There are seventeen counters comprising of three German ships and one counter representing various escorts, six various British aircraft, three British naval ships, one Vosper MTB, and three various markers. All counters have a flip side showing damage for the ships and aircraft. Players will also need one six sided die.

Setup:  For counters setup in the beginning of the game, you will need to use the British Alert Level (BAL) marker in space 1 of the BAL Track, the British Vosper MTB unit is placed in any area, the four German ships in the "starter box" (Port of Brest), and the Luftwaffe Air Cover (LAC) marker is placed on level 2 "effective" box.

Game Play:  Game play consists of seven steps that are repeated until the three capital German ships exit area #7 and enters the "end" box (German home ports) or sunk.  The steps are:
  1. Step 1, BAL Determination (British). 
  2. Step 2, LAC Determination (German). 
  3. Step 3, RAF Air Strength Determination (British). 
  4. Step 4, Royal Navy Intervention (British).
  5. Step 5, Ship Movement (German 1st, British 2nd) and Mine Attacks (German only).  
  6. Step 6, Air Attacks (German 1st, British 2nd).
  7. Step 7, Surface Naval Combat (simultaneous fire)
Once all 7 steps are finished, another game turn begins.
Victory Conditions: 
Decisive Victory:
1) German wins by exiting all three Capital ships into the German ending square (home port).
2) British wins by sinking all three German Capital ships.

Marginal Victory
1) German wins by exiting two Capital ships into the home port.
2) British wins by sinking two German Capital ships.
Three items  need to be mention - 
  1. Undamaged German ships can move up to 2 sea areas, but be warned - if a German ship encounters a mined sea area, then a die is rolled for the mine field attack and +1 is added to the mine field attack. If a ship hits a mine, then it has to stop in the mine area and is crippled (flipped over). Cripple ships can only move 1 sea area after that. 
  2. If the German ships were moving together and move 2 sea areas, after the roll for the mine field attack,  if any German ship was cripple, the German player can stop all ships in that sea area (i.e. they do not have to move 2 spaces). 
  3. Naval combat happens simultaneous. All ships have to announce their target before any combat is resolved.  Even if a ship is crippled or sunk, it still can fire at what it's CF was before it was hit. There is 1 round of combat per turn.
Time for the ratings:
  1. Complexity of the game =  LOW.
  2. Solitaire = HIGH (very little work is needed)
  3. Enjoyment Level = VERY HIGH (the only thing missing is a pint of bitters and fish & chips! )
  4. Nail biting = 9 fingers worth, starting on the 10th but it was saved. 
  5. Historical Level =  High. The German ships are correct as is the British. :)
  6. Length of typical full game = 15 mins to 1/2 hour.
  7. This does make for very interesting play.  So, far out of 15 games, the Germans won 11 and the Brits 4.

  8. Out of the 11 German wins, 7 were marginal and 4 Decisive.  Just the luck of the draw, as it always is, in game and real life.
Note: There was some kind of update in ATO #37, giving variant rules and die cut counters. Click here to download this variant.

Errata:
#12 Operation Cerberus (pocket game)

6. Air Attacks
- clarification:
Note that use of the Bomber Ju-88 side of the marker always increases the current LAC by +1, even if it is already at 3. After resolving an air attack on British naval unit(s) flip the Bomber Ju-88 marker back over to its normal front side (the one that reads Luftwaffe Air Cover).

6. Air Attacks
- discrepancy:
There is a difference between the postcard rules and the deluxe game rules with regards to re-solving Air Attacks as follows: The postcard rule states that hits are achieved with a DR < to the attacking unit’s CF and is correct.  The deluxe rules state it must simply be < the attacking unit’s CF, and that is incorrect. (correct is "less than or equal to").  Mea culpa, I had it wrong since this review has been up. 

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.

16.1.18

A riddle for the mind...

What was tougher than any US Special Ops, deadly in or out of water, likes flowers, so bad-ass that other countries had to have the same type of unit and they loved blowing up stuff?

Go on, think about this.

Give up?

Why, it was one of the deadliest WWII commando groups ever assembled and trained, the Italian commando underwater unit called "Decima Flottiglia Mezzi d'Assalto", aka La Decima or Xª MAS (i.e. 10th Flotilla).  Essentially, it was comprised of four different parts during its fight against the British Royal Navy and Allied shipping with these being the Gamma Frogmen, manned torpedo craft, midget submarines, and assault motorboat craft. 

Mamma Mia, Con tutto questo, è tempo di mettersi in gioco!
Up for review are two solitaire WW2 Naval games about the "Decima Flottiglia Mezzi d'Assalto", aka La Decima or Xª MAS (i.e. 10th Flotilla). Though simple, both games comes thru with more fun than 90% of most Naval games ever made. And yes, I have a lot of them, and they are generally a rules lawyers dream. Not so with these two games.

"Depths of Courage: The Attacks on Algeciras Harbor July-Dec 291942" and it's companion "Depths of Courage: The Attack of Gibraltar Harbor Sept 1942" both by High Flying Dice, LLC. Both designed by Paul Rohrbaugh and with graphics by Dariusz Buraczewski 2018.

Both rule sets have 6 pages with 1 and 1/2 pages of actual rules, 1/2 page of scenario variants and 2 pages showing a sample of the game map and a page on how to read the counters.

1.0 Introduction (to both games): 
One would think that trying to game an elite group of frogmen would be hard to do. But for High Flying Dice Games, LLC, it seems like it was as simple as baking a cake.

Decima Flottiglia Mezzi d'Assalto has been brought to life finally, within these two games, and "Depths of Courage: The Attacks on Algeciras Harbor July-Dec 29 1942" (DOC:TAOAH) and "Depths of Courage: The Attack of Gibraltar Harbor Sept 1942" (DOC:TAOGH).

Before anything is said, both of these games are only concern with the Xª MAS attacks in the Bay of Algeciras using the 2-man human torpedo (S.L.C.). And there are at least another 4 or 6 (I lost track) planned for the "Depths of Courage" series of solo games. I do know one will concern the Brits, specifically Lt Cmdr Crabbe (UK) and his Chariots.

The game Depths of Courage: The Attacks on Algeciras Harbor Dec 29 1942 - July 1943" covers the attack by Xª MAS in December 29th, 1942 and the attack in May-July 1943.

While the game "Depths of Courage: The Attacks on Gibraltar Harbor Sept 1941 covers the attack by Xª MAS in Sept 1941. And for the most part both games share the same rules and play. It is in a small section of the scenario rules where the games differ. Pretty easy to play.

For those who may have forgotten or don't know where these two harbors are located, the harbors are actually across from each other - one is in British territory and the other is in Neutral Spain in the Bay of Algeciras.   (see graphic to the left).

Battle Campaigns of the Mediterranean: 
The Battle of the Mediterranean was the name given to the naval campaigns fought in the Mediterranean Sea between June 10, 1940 to May 2, 1945. Outside of the Pacific theater, the war for the Med was the largest conventional naval  actions during WW2. This was due mostly with the Allied forces struggle to supply and retain the key naval and air base of Malta.

By the time of the Sept 1943 armistice between Italy and the Allies, the Allies sunk aprx 83 Regia Marina (Italian Navy) warships for 195,100 tons and 83 submarines. Kriegsmarine(German Navy) losses in the Med from the start of the campaign to the end were 68 submarines. The Regia Marina and Regia Aeronautica Italiana (Italian Air Force) had sunk aprx 145,800 tons of Allied surface warships, with an additional 169,700 tons sunk by the Kriegsmarine. A total of 315,500 tons with the Allies losing 76 warships and 46 submarines.  Out of this,  "Xª MAS was responsible for sinking 86,000 tons of Allied warships and 131,527 tons of merchant shipping. Not bad for a very small, well discipline group of men.

One of the fallacies during and after WW2 has been the belief of the ability of the Italian Armed Forces. Most, wrongly accuse the Italians of  being terrible fighting men, lazy, and incompetent. This fallacy was perpetuated not only by the Germans, but also by the English and the US (even today so called "Special Ops" web sites still call them incompetent and give erroneous information on anything Italian related including the Xª MAS.).

However, Italian ships were very well design, as well as their subs and their aircraft. The individual infantry weapons, clothing, and tools were good. The average fighting man was just as brave and when well lead, gave a good account of themselves as would any other nation's soldiers would do.

And when battles were lost, the Italians learned, just like the US did (can you remember Kasserine Pass, anyone?) unlike the Germans, who failed to learn time and time again about the Russians.  Where the Italians did fall short is their food rations in requiring more water than any other country to cook and where did they fight? Yuppers, Nord Afrika.  

This unit was better than anything the Allies fielded.   Xª MAS was so good, that every country, once they found out about Xª MAS, had to have a unit like it. Even Germany put together combat frogmen after Hitler found out about these guys. The US put together the UDT frogmen that was used to great effectiveness in the Pacific and on D-Day. (and we all know what became of the UDT force - what?!? Skippy, you don't know? Why Skippy, they became the Navy SEALS.).

Xª MAS excelled at sinking ships in the Med. Whether they used the 2-man human torpedo, or the fast assault boats, or was one of the 50 Gamma frogmen with Limpet mines, they simply excelled.  BTW, S.L.C stands for Siluro a Lenta Corsa (Slow-running torpedo). The operators nicknamed it "Maiale" (Pig).

One of the strangest chapters in the units history is when the Italian Armistice was signed in Sept '43, part of the Xª MAS served with the Allies and part of them went north to the puppet state setup by the Germans and served with the SS in Northern Italy. These troops  became even more bad ass as they were used for hunting partisans, Yugo guerrillas  and dealing with them. I won't go into detail about them or the other half that stayed behind to support the Allies. Somethings, one has to look up and read for them-self and this is one of those times. Be aware, that both sides of this unit continued to sink ships, after Sept 1943, although no tracking records were kept of the tonnage destroyed. 

Suggested reading for more info: 
1. Italian Navy & Air force Elite Units & Special Forces 1940-45. By: P. Crociani & P.P. Battistelli, Illustrated by M. Stacey (Osprey Publishing, 2013)
2. The Black Prince and the Sea Devils: The Story of Valerio Borghese and the Elite Units of the Decima Mas. (Da Capo Press, Cambridge, Massachusetts, 2004)
3. The Royal Navy and the Mediterranean Volume II, November 1940-December 1941. Edited by David Brown, (2002).
4. Frogmen First Battles. By: William Schofield and P. J. Carisella
5. (Branden Publishing Company, Boston, 1987).
6. Sea Devils-Suicide Squad By J. Valerio Borghese, by Translated James Cleugh.

Game Maps: The graphics for both are truly a work of art.  Don't get me wrong, High Flying Dice Games has some of the best graphic designers out there, with each bringing his or her own unique talent to the company. But this person has that extra "humph", that naval games need. 
 
How many times does all one see is the same shade of  "blue", for water. BORING. And if you look closely at both game maps, you will see that the water changes shades. I noticed it right off.

I have never heard of this graphic designer before, but I did let Paul know how much I enjoyed seeing his work and to keep this person around and use them more often, especially on the next 3 or 4  or 5 Depths of Courage series games coming out.  I hope he does stick around, as I would like to see more of his game designer graphics in other games. Besides, Dariusz has the right stuff,  that I am calling this the "Dariusz- touch". Very nice work. 

Counters:

The same can be said for the counters too. I love the coloring of them! I can see the whole counter.

Again, soft colors, no direct red or green (except up in the left corner) but pale versions of those two colors.  The info counters and Xª MAS counters are readable, a little bit bigger than 1/2" (more like 5/8, I'm thinking).

Here are the front of the counters for the games. The difference in counters is the three capital ships in each game. The game has 11 counters representing Cargo ships (5) and Patrol Boats (6). The Italian counters are the S.L.C.'s (4). And of course the four various counters for keeping track of things. for a total of 22 front/back counters.

And as with all games that High Flying Dice Games sell, there is a card set available for $* to replace the standard card deck that is used.  

Note: $* price has changed and I am not sure what it is...

2.0 What else is needed? 
One six sided die (1D6) and a standard card deck is needed (unless you buy the special card set for this series.).

3.0 Errata, oops, I mean Addendum:*
*NOTE - High Flying Dice Games fixed all the errors in the game rules and the game maps. I know that set the company back a little bit, but it just goes to show you that HFDG is quality. A lot of the major companies better take notice! If any addendum comes up, I will list it.

4.0 Final Impressions: The game play was nerve racking. The first game took roughly 45 mins as it is different from the Eagles system I have been playing for while and had to learn it. But after a couple rough starts and getting the small addendum from Paul, I finally was able to get into the swing of things. And played 3 games before sleep overcame my body last night. It's not so much that the game is hard to win, it has to be to have any chance of being a good game, but it is one of those games that grabs ya by the hairs of the chin and makes one play one more to see if a greater victory can be won.

There are very few games like that these days, but I tell ya, this is one of them. (the other ones seem to be other pocket games, notably Rattenkrieg, Dueling Eagles and Showtime Hanoi.).

The big difference between this game and it's sister game is that the "Scire" (a sub) can be sunk. If it is sunk, it will make it hard for the Italian player to win. I will look at the game later this week and write something up about it. But as it stands now, these games are a worthy addition to anyone's gaming library. Inexpensive (not cheap, as that takes away from the quality of these two games), fun to play, and will be one you will go back too, and so will I.

5.0 Now for my favorite part - my ratings:
Complexity of the game = LOW to LOW-Middle (decisions, decisions, decisions)
Fun Level = HIGH (the only thing missing is the the salty sea spray!)
Nail biting = 9 fingers worth, lost almost all of those nails...
Length of typical full game = 30 mins to ??? (slow poke!)

Out of the 3 games I played while writing this review, the Xª MAS won 1 minor victory and had 2 losses. I didn't care, as I had fun playing and the tension was there. I would never compare a game to what the actual combatants went thru, but I am wondering if it equaled at least a 1/10000% of what they experience for a nano-second.

The bun says get it, play it, enjoy 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.  Added graphics back, though I forgot where I got them and revised the review a little bit.