Showing posts with label North Africa. Show all posts
Showing posts with label North Africa. Show all posts

19.4.24

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Addenda: Why yes, yes therre is. 😏

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I do have another 2 sources to add -

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

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

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

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

You should be able to find these sources pretty easy.  

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

Arrivederci miei lettori,

-ab

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




This blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors, or update with new information. Also, this is my opinion, right or wrong.  

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

1.1.19

the Battle of Medjez-el-Bab, "One Helluva Fight"

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 up for review is High Flying Dice Games,"One Helluva Fight" covering the Battle of Medjez-el-Bab, 6th to 10th December, 1942,  the first major engagement fought by the Anglo-American forces in the Battle of North Africa.  Designed by Paul Rohrbaugh, with graphics by  Ilya Kudriashov. Published Nov 2018, this is one of High Flying Dice Games newest additions to a long list of the Blood and Steel series of games.

Rather than go into a great deal of history, I would like to use Paul's words in describing this battle... 

The first major engagement fought by the Anglo-American forces of the war occurred near the crossroads town of Medjez-el-Bab. A British and American battle group, named "Blade Force" and composed of units from the US First Armored and British 78th Infantry divisions, as well as some former Vichy French units,   initially took the town and then drove on to Terbourba to come within striking distance of Tunis. The Germans, however, cobbled together a battle group, centered on the newly arrived 5th Fallschirmjager Regiment (a unit initially detailed to attack Malta) and 10th Panzer Division. Supported by Luftwaffe and Italian Bersaglien units, a no-holds-barred tank and infantry fight was fought in the which the Allies were thrown back.  

The Game:

The game is based on High Flying Dice Games successful "Blood and Steel" series of games. It comes in a standard zip-lock bag with the components nicely done. For example various colors are used to delineate the various units. One has the full range of units from anti-tank to leg infantry to Tiger tanks.  Air units are represented abstractly as air support markers, as is artillery with it's own artillery support markers.  One needs to supply a container (i.e. cup) and a 1D6 (best to supply two, so both sides have a die).

The units have both an Armor Attack Factor (AF) for attacking armor type units, an Infantry Attack Factor (IF) for attacking infantry type units and a movement factor. The map is huge, being two 11"x17" sections. Printed on the two map sheets are the various tables and charts needed for play, along with the rules booklet having some of the tables and charts, too (pages 4, 8, and 9).

In the photo to the left one can see the game's armor counters being represented  by the French Char B, US M2 Stuart, and German Tiger with their AF/IF factors and movement. An US mechanized infantry unit, an Italian leg infantry unit and a German paratrooper unit are illustrated for the infantry.  

As mentioned before, the graphic design and colors used in the game are very well done.  A lot of companies art direction, when it comes to "sand", is that most of the time the color shade is too yellow.  Sand is anything but. When I first opened this game, it was like I went back thru time to when I was station in Saudi Arabia, during the First Gulf War. The shades of the various colors used for the map and counters was what was everywhere.  Ilya should be very proud of his work in this 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

52 hit markers.
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.

Sequence of Play:
There are three separate and distinct phases, starting with the Weather and Air support phase (5.1), the Operations Phase (5.2), and the End Phase (5.3).
 
Phase 1 - Weather and Air Support Determination (5.1 and 6.1)
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.
 
Axis: All the Italian units (these were some of the best Italian units in action during WW2) and the 4 Axis Flak units.

Phase 2 Operations Phase continues...

Players take turns selecting a chit from the container.

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.
Close Assault Fire Combat.
  • 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.
Fire Combat (7.3, 7.3.1, 7.4.2) (This is what can be considered normal combat between units.)
  • 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.
There are 5 possible DR modifiers that can be used. (7.3.1)

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. 
 
Whew, sorry, this is more for me anyway to make sure I got it right.

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.

Construct an Improved Position (IP) (a.k.a. "Entrenchment" counter) (7.5) 
  • 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.
Once a unit that makes an IP moves or is eliminated, the IP marker is removed too.

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.

Phase 3 - End Phase (5.3 and 10.0)
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. 
 
The entire game as it is played. Everything is in the rules.  Not everything may be together in one place, but it is all there.  When the Playing Aid Card is called for, everything is found on either game map sheets or in the rules (p4, 8, and 9).

There is a small addendum sheet, but unlike a lot of companies, High Flying Dice Games, due to how it conducts business (printing the game when it is ordered), has the ability to fix errors in rules. For example, the missing text on the game turn track for game turn 9 was fixed by the time the 10 or 12th game went out. Errata as I have found it (there are several spots) has been fixed as of today, Jan 1, 2019.   And if you have any questions, Paul will answer any and all questions, cheerfully I will add.

Here is what Paul sent to me in case you have ordered the game before Jan 1, 2019.

One Helluva Fight
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.

Note: The first 10 or 12 copies of the game went out with the text missing on the turn 9 space (Turn 9, 8/12/1942, Evening).

Rules (clarification): The terms Evening and Night are used interchangeably throughout.

7.4.3 Close Assault Fire Combat (correction). The note at the end should read “…+1 for Improved Positions” (not +2).

Whats next, oh yeah, my options or ratings. Without further adieu...

Time for the ratings:
•  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. 
•  Solitaire: Med HIGH (as always, a little work is needed)
•  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.  

Final Thoughts
This game is different for me in that instead of using a card activation system, this game uses a chit selection for activating certain formations for moving and combat, up to twice in an Operations phase and units that can activate only once in a game turn. Using the "Close Assault Fire Combat" (7.4.3) rules for attacking, can allow over-runs with armor break-thrus.  It pays to have ready reserve units in this game for exploiting these fortunes of war.

Having the Vichy French in the game is also different from most wargames.  One of the many units that fought on the Allied side after the Torch landings was the French Foreign Legion.  
 
Following their brief existence as the "Colonial Infantry and Foreign Legion Marching Demi-Brigade" for 10 days  (Dec 5, 1942),  Général Henri Giraud on December 15, 1942 created the "3rd Foreign Marching Infantry Regiment 3e REIM", from elements of the I (battalion) / 3e REI, the III (battalion) / 3e REI, and a third mixed battalion from the 3rd Foreign Infantry Regiment, 3e REI and 2nd Foreign Infantry Regiment, 2e REI for fighting the Germans in Tunisia.

This unit proved it's self in combat, such as the destruction of the I (battalion) / 3e REIM. During combat, this regiment had the privilege of meeting the first German Tiger tanks and endured the loss of 35 officers and 1634 legionnaires. They gave their all during the Battle for Tunisia. What is very interesting is that this unit could trace it's history, not only back thru WW1, but all the way to receiving battle honors from "Camerone" Mexico, April 1863.

What gets me is how Paul thinks out and designs interesting features of in a game, such as the way he treats the Tiger tank. Not only can you use it as a combat unit, but you can apply a Tiger unit as a support unit for a die roll modifier (-1) to apply to another units attack.  Having both the AF (armor) attack factor and the IF (infantry) attack factor shows the two different types of ammo units had to be concern with.  It's the little things like this that can make or break a game, especially if the ideas are half thought-out.  One thing I can say is Paul never half-thinks a game out.  

I also believe that Paul out did himself this time with this game, possibly bringing the "Blood and Steel" series to it's pinnacle.  One needs to go back to see how many different games that Paul has designed in this series and judge for themselves. 

Here are other titles that are available in this series from High Flying Dice Games:
*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.

This series of games have been well-received in the gaming community thru-out the years, (Paul was telling me that his YSU students help play test this system starting in 1997).  The first game, "the Battle of Prokorovkha", was published in 2000 by Microgame Design Group.  
 
This game and two more were picked up by L2 Design Group in 2006. All are still available from L2 Designs and published as: 
Blood and Steel: Kursk, the Battle of Prokhorovka
Blood and Steel Expansion: The Battles of Oboyan Hills and Rzhavets
Blood and Steel: The Battle of Ponryi

*note - I am not sure if L2 Designs is still in business.  I don't even have a contact email or number for them anymore. Maybe Noble Knights may have some of their games?  If they are, please do grab the above 3 games. If not, I wish everyone connected with L2 the best and speedy recovery (that's you Lembit).

The bibliography Paul included is very good, honestly, one could not ask for a better selection.  Out of the three references, I would recommend, if you have the resources to purchase,  Rick Atkinson's An Army at Dawn: The War in North Africa, 1942-1943 (his entire series on the US in WW2 is well worth the cost, too).

One of my favorite WW2 propaganda movies is "Sahara", made in 1943. It concerns a M3 Lee tank and crew who are skedaddling from the fall of El Alamein (first battle). The problem is there was no American M3 Lee crews at this battle, but with the Torch landings and some of the nastiest losses inflicted on the US when this movie was made (Battle of Medjez-el-Bab, Kasserine Pass, etc.), that for probably morale value, this movie was changed from Tunisia to Egypt.   Of course I could be pulling all this from my butt, but it makes sense on the mix-up story line.

The question that begs to be ask, "is there life left in this series"?  After 19+ years, if this particular game is any indication, there certainly is.  Well worth buying and the time needed to mount/cut out the counters.  I can't wait for his next games to come out.

It would be something to see a few other battles done in this series, such as around the Dunkirk area, such as the battle of Wytschaeteor, or maybe Operation Dragoon, the Dieppe Raid area (note - got my wish on this one!) or even individual battles from 1812 such as the Battle of New Orleans with pirate Jean Laffite and Choctaw warriors, oh boy (yeah some of those northeastern battles attacking Canada or the burning of Washington D.C. would be ok, if they really are needed... lol).

Well, that's it for now. Thank you for dropping by.   

-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.