Showing posts with label WW2. Show all posts
Showing posts with label WW2. Show all posts

19.11.23

Operation Fustian "The 1st Bridge Too Far"

Title: Operation Fustian - The Battle for Primosole Bridge July 12-15, 1943
Price: $*
Designer: Paul Rohrbaugh
Graphics Designer:  Antonio Piñar Peña
Publisher: High Flying Dice Games
Published Date: 2020
 
Subject: Operation Fustian was a military operation carried out by the 1st Parachute Brigade, part of the British 1st Airborne Division during the Allied invasion of Sicily in July 1943. The operation's objective was to capture the Primosole Bridge across the Simeto River.

Abbreviations Used: Arty=Artillery, ACT=Activations, AB=Airborne Brigade, AP=Axis Player (Italian,  German), BP=British Player, CB=Coastal Battalions (Italian), CD=Card Draw, CF=Combat Factor, DR=Die Roll, Inf=Infantry, MG=Machine Gun (German), MP=Movement Point, 1D6= one die six, Paras=Paratroops (British), CE/RE=Combat/Royal Engineers, AT=Anti-Tank. (page 3)

Scale:  Each hex is about 1/2 mile across and each turn is 8 hours of time. Inf/Paras are companies in size and armor units are 4 vehicles (when reduce, 2 vehicles). (see 1.2)

Components and Physical Quality: The graphic designer for this game is Antonio Pinar Peña and as it was said back in 1985 on SNL's Fernando's Hideaway - "Dahling, I have to tell you something. And I don't say this to everybody, your graphics look mahvelous!". 😀
 
The game map, player's aid, and counters are fantastic.  I really do enjoy his graphics and rate him in the top 10% of his profession. As of this review, he has graphically designed 29 games.  I wish him luck in everything he does.

Counters: Eighty unmounted double-sided counters that are aprx 14mm (9/16") in size on what appears to be 110lb weight paper stock.  
 
There are 16 counters of Italians in grey-green, 13 counters of Germans in dark gray (or black, just calling it as I see it) (including one Luftwaffe support counter), 24 counters of British in khaki (including one arty and naval support counters), and twenty-six  counters of Low Ammo/Entrenched counters. Last, but not least, the game turn counter. 

One will need to mount the counters or have HFDG do this for them, with a cost involved.  So why have HFDG mount your counters? Well, to get them lined up is not so easy.  Plus, the cardboard HFDG uses is pretty nice and importantly, one less thing to do before playing the game. One will still need to cut out the counters.

Game Map: An excellent realistic good looking game map... Honestly, I can smell the fields and the water.   This is just a small sample of the 8.5" x 11.0" game map on the right.

Players Aid Sheet:  Highly important. Not only is the Turn Record Track on this, but also the terrain effects for movement and combat.  And the Random Events Table that is used when the 1st Joker is drawn. (see 1.0)

Complexity:
Introductory, with no variant rules, but do not let that nomenclature fool you, as it is no beginner's game.  Simple yes, simplistic no. It has a lot of very good ideas and plays like games four times it's size and expense.

Rules: 
Would you believe 6 single pages? The rules are nicely printed on high quality paper with a good feel to them. Not some 10 lb copy paper, but true printer heavy paper.  What is nice about this rule set is that the important rules are pre-hi-lighted in yellow.  And saying it has 6 pages is not true. Pages 3 to 6 have the rules, page 1 is just the title page and page 2 is a chart showing the units and their formations.
 
OK, this might seem like I am confused, as I will be jumping around.  To be honest, I am, as the weather is playing havoc with my head.  I have listed the rules each paragraph is talking about like so (see #.#).

Player Supplied Components: A standard card deck (or the HFDG card set) is a must and as is 1D6. (see 1.1)
 
Deck Setup:
All of the cards are combined into one deck, including both jokers and all face cards.  (see 1.0)
 
The chart to the left shows how many acts a card gives.  BP uses Red cards while the AP uses black. Note: I think I included everything a certain card draw does (such as face cards).

It is important to know to ignore the 2nd Joker if it is drawn before both players have been able to activate and play until all cards are drawn. If not the last turn, shuffle the deck, advance the turn marker and continue play. Game lasts 11 turns. (see 1.2)
 
Please do note that the card draw is used for the number of activations available to a player, with each activation being used to allow either combat or movement or entrenching a unit or recover once per unit per round (CDs), with many rounds in a turn.  (see 3.0, 3.2, 3.3, and 4.0)
 
And yes, there is a card set available for the game.  From HFDG, cost is $*. Order from them by clicking here. Enter which card set you want to buy on the last page in the box at the bottom.
 
Is it needed? Only you can say that.  I find it has all of the information needed in a very easier to read and understand format as shown to the left.

Note: $* means I have no idea the cost.
 
Game Setup:  The Axis Player sets up first using the setup guide.  (see 2.0, 2.1,  and 2.1.1)

The British sets up second according to the setup guide and conducts the paratrooper/glider landings  and sets up the British Reinforcement schedule. (see 2.2, 2.2.1, and 2.2.2)

And don't forget to reshuffle the card deck to start the game!

Formations:  In a lot of games, one doesn't need to keep track of unit formations, however in this game formations are important for the correct setup and stacking (allows up to 2 units to share a hex). (see 2.1, 2.1.1, 2.2, 2.2.2, and 3.1
 
Each country has units in formations that are color coded representing paras (considered inf for play), inf, and armor.  AT and Combat/Royal Engineers do not have a formation stripe and can stack with any nationality unit. (see 3.1 and 5.0)    

Special Units:  Some units have an asterisked * to indicate these are units with special abilities. AT, Armor (Tank), and CE/RE have an *, allowing these units to increase the CF of any inf unit it is stacked with by 1 or said unit can attack with their own CF.  (see 5.0, 5.1, 5.2, and 5.3)
 
Armor units in addition to the *, have a red square under their MF to signified that the BP needs to roll 1D6 when the tank unit enters a non-bridge river or canal hex side, or enters a cultivated hex.  I believe it is to see if the tank unit gets stuck in the mud (see 5.1.1). 
 
Armor has the ability for one armor unit to freely stack in a hex with 2 other units (and use it's +1 CF increase). There is no Zone of Control and combat is voluntary. (see 3.1, 4.0, and 5.1

Support attacks such as Air, Arty, and Naval are resolved by 1D6 and do not require an activation.  (see 4.0 and 5.4

Units can "entrench", which offers a +1 CD attack modifier (or +1 DR if attacked via Air, Arty or Naval), against the entrenched unit when it is attacked. (see 3.2)

A reduced unit can attempt a full recovery with a 1D6 check.  (see 3.3)
 
Combat: Units have a range of 2 hexes.  Units can fire into but not through hills and cultivated hexes.  Naval, Air, and arty support units can attack any unit (no range limit.). Remember, a unit can either move or have combat, not both from an activation during a round. (see 4.0)

Add the hex terrain modifier, subtract the CD bonus modifier if an AT or Armor is stacked in the hex. This is used even if the target unit is 2 hexes away.  The engineer is used the same way, EXCEPT it can only subtract the CD bonus if attacking 1 hex away. (see 4.0, 5.1 and 5.2)
 
Low Ammo: The BP can suffer from low ammo if the BP draws a face card when resolving a Paratrooper unit's attack.  Units that suffer this have their CF reduced by 1.  Axis Player and British reinforcement units do not suffer this.  And when any BP reinforcement units enter the game, all Low Ammo markers are removed.  (see 4.1

Winning the Game:  The Axis Player wins by controlling one or both hexes of Primosole bridge.  The BP wins by controlling both hexes and having 1 to 4 units north of the Simeto River.   (see 6.0)
 
Playing Time: From 2 to 3 hours, easy.

Solitaire Playability (Scale 1 to 10): I would say it is about a 9.   Remember, just about any game can be played solo. This one is no different and is how I played it, still fun and without the bother of having to supply the beer and chips to an ungrateful guest complaining about using cards.
 
Addenda:  Yes, just a couple of lines.  And here it is -

Operation Fustian
Addenda, November 2023

2.2.1 Paratrooper Landings (correction):  A Paratrooper unit is unaffected if the CD is less than or equal to 4 (the underscore beneath the less than sign is missing).

3.0 Activations (correction): Disregard case “d” as this is holdover text from the play test version of the game that should have been deleted. Rule 4.1 is correct and the only way by which the Low Ammo markers can be removed.

3.2 Entrenchments (addition). Units in Fortified Terrain may not entrench.

Player asked Clarifications:  Several questions have been asked these past few years concerning the game.  Here are the answers.

 1. Per 4.0 the modified CD result is compared to the attacking unit's CF. If the modified CD is less than or equal to the attacking unit's CF the target is reduced; if greater then there is no effect (attacker missed).
 
2. Per rules 1.0 and 3.0 each unit activates individually. When activated an activated unit can do ONE of the listed actions in rule 3.0. Per rule 5.1 an activated attacking unit can have its CF increased if stacked with an armor or AT unit (and/or Engineer unit).
 
3. Since units activate individually, multiple units can attack the same target but each requires its own activation and each of their attacks are resolved individually.

4. Per rule 4.1 the low ammo markers are removed as soon as any British reinforcement unit enters the game. There is no other way to remove a low ammo marker.

5. Per the rule 3.1, one British tank unit stacks for free, so it can stack with 2 units (making 3 to the hex).
 
Not part of the errata (sorry, I mean "addenda") is just something to be aware of -  there are CD modifiers, meaning a "card draw" modifier (such as "entrenching") and there are CF modifiers, meaning Combat Factor modifiers (such as "Low Ammo") and a Die Roll modifier (such as the "Arty, Naval and Air support" attacking an entrenched unit DR) in the game.

Play-Balance:  The game is finely balanced, giving either side a 50% - 50% chance of losing or winning.  That is until the British reinforcements arrive.  At that point, the low ammo chits are removed, the armor adds another +1 CF and the Axis player better hope that "lady luck" comes into play.  IMHO, the British chances for the game goes up to 65% to 35%, still possible to win for the Axis, though, especially a "wily Axis player".
 
Airborne operations were always risky and problematic affairs and this game, though small in size, is bigger in stature than many games that are larger and cost a hell of a lot more, shows this in detail.    
 
It is a very intense game and using the card draw system for activations (movement and resolving combat) combining said activations with entrenching (digging in), rallying (recovery), low ammo, having certain units able to improve the attack and defense, plus the landing of the paratroopers (which was an actual mess for the battle), make for a daring game of cat and mouse.  I found it fun, easy to understand, and a hoot to play.  
 
Soapbox time: Why use playing cards for activations?  This is a question I am asked from time to time, as really there is no simple way to show the frustrations or the chaotic nature of combat. Minutes seem like hours, seconds seem like minutes, everything speeds up or slows down, at least from what I remember. Some parts of a unit may attack or not. I remember there were several people in the platoon during combat, who even when they fired their weapon, didn't aim for people and some folks hunkered down without firing their weapon.  Many a time, one could hear rifle fire after the battle, just incase Gunny did a weapons check.
 
Pulling chits (as some of HFDG games use) is one way. But what if one doesn't really have the entire OOB of units or doesn't want to have tons of chits? Right!!! Using a card draw system allows a designer to show the stop-start motion of combat, without resorting to having more pull chits for leaders or other rules than necessary. I really do like this way of gaming.  It allows a good play without having an umpire.
 
Will I play it again? You bet.  Right now it is my game of the month, just edging out  "A Scourge of Stone and Spirit: The Siege of Harfleur, 1415".  I haven't had fun like this in a while and I actually owe it to "Guarding the Land", a PBG for getting me back into playing games.  

Let me know how you like this game in the comments section. I would appreciate knowing your thoughts on the game, what you may or may not like.  And of course if you find anything wrong in my review. 
 
Happy Thanksgiving 2023,
-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. Also, this is my opinion, right or wrong.

5.2.21

Hitting Home

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

aren't they pretty?


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-ab

This blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information. And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.

15.4.19

Race for Manila, the Philippines Campaign, 1941 - 42


Title:
Race for Manila
Price: $*
Designer: Yasushi Nakaguro (2012)
Publisher: War Drum Game, (2018)
US Seller: Quarterdeck International Games

Subject and Scale: 
A game about the Japanese invasion of the Philippines in 1941. Scale looks to be grand operational scale as one doesn't worry about supply. The Imperial Japanese Army (IJA) units are Regimental in size while the U.S. Army Forces of Far East (units comprised of US Army and Filipino personal (Allies) are divisional in size, except two - the 45th Infantry Battalion and the most famous of all Filipino Regiments, the US 26th Cavalry (Horse) Regiment. This was the last of the US Army Horse Cavalry and actually the best trained and equipped military unit in the Philippines. (note - not my view, but that of the US Army and General Staff and the Philippine Government).

Map Area: Majority of the island of Luzon, Philippines.

Components and Physical Quality:  
Components include some of the nicest mounted counters, I have ever seen. They must be laser cut, Jack pointed out to me that these counters are not laser cut, but very well die cut as the counters fall out of the the tree, very easy. They are 15mm in size, very good for those of us with large hands to grasp and move about. No clean up is needed. Counters are single-sided.

The counters include seven IJA units, nine Allied units, one game turn marker, seven "Fatigued" markers and three variable victory conditional markers for each side.

The game map is aprx 10 1/8" by 14 5/16" in size and very well done. Each hex is 20mm and not overly big.  Hexes are outline in white, with the IJA beachheads (where the IJA units can land as they are off map in the IJA Holding Box). The Allies setup hexes are printed directly on the game map. Ports, towns, Manila city, airfields, and of course Corregidor, are printed on the game map.

Included are the game rules and an errata 1.1 sheet. The top half of the sheet (for possible gluing to the game map) has the various game charts (such as terrain and CRT) in English. Be aware that this sheet is not the same size of the area to cover, so I just kept it separate. Also on this same sheet are a few lines of errata.

There is also either Hanzi or Kanji (Kanji is the Japanese name for the Chinese writing (Hanzi). Words may be written the same, but they are pronounce very differently) written on the game map and rather than distract, it adds to the game, imho. I don't know which as the game was originally from Japan and then picked up by a Chinese wargame company. I have to plead ignorance here as I am not a fluid speaker of Hanzi or Kanji.

Complexity (scale of 1 -10):  The game is rated as introductory. Once playing of the game has started, one will realized it is anything but introductory. I give this a "3" as the Allied player will be thinking and planning.

Gamer Versions/Scenarios:  There is only one version of the game, with no additional scenarios.

Setup Time:  About 10 minutes, if that long. One will take more time trying to open the beer than setting up.

Playing Time: My games ran anywhere from 30 minutes to a couple of hours.

Solitaire Playability (Scale 1 to 10):  5 to 7.  Not very well suited for solo play due to the use of the three variable victory condition markers on both sides. One could always just blindly pick the other side's variable victory condition marker and play where the non-human side must move towards the nearest enemy unit, but what fun is that? This is one of those games where two players are needed.  But where there is a will, there is a way and I would be interested in hearing from you on how you solo this game. 

update -
changed to a 7. I found a way to play solo. 😊

Rules:  The rules are four pages in length, in English, and are satisfactory. Since they are translated, they are a little rough in a few areas, but reading thru them a few times will make sense of what is being said. There are nine cases (i.e. "headings") from the "Intro" to "Combat" with good examples of play where needed.  And if you have a problem, Jack Greene is only an email away and he will cheerfully answer your questions.

Play-Balance:  The game, of course, highly favors the Japanese.  Out of my 10 games, the IJA player won 90% (yup, that's right, 9 out of 10 times).

Description of Play:  On Game Turn 1, only the IJA players has a turn (rule 5.3.1). From game turn 2 to the end, play is as follows:
  • Allied Player
    • Either Movement phase or Combat phase.  (yes, one or the other)
    • Recovery Phase.
  • IJA Player
    • 1st Movement phase or Combat phase.
    • 2nd Movement phase or Combat phase. Cannot conduct same phase two times in a row in a player's turn (ex - two movements in the same turn).
    • Recovery Phase  
  • Air Combat Phase (see rule 4.3)
That's it.  And yes, The IJA player has 2 movement/combat phases and a few other surprises, such as not being one hit kills (an IJA unit can take several hits before being removed from play). In addition, there is no stacking of units.

Other Games Possibly Available:  After much searching, I have a found a few other games on this same subject, where the 1941 Japanese campaign for the Philippines is the main subject and not an offshoot of a strategic Pacific War game. Here they are-
  1. Bushido Denied is a wargame of the WWII campaign fought for the control of the Philippine Islands from January to May, 1942.  Bushido Denied is actually two games in one package, one game covers the Bataan Campaign and the other game on the battle for Corregidor. You can play them separately or combined to cover the entire campaign.  By High Flying Dice Games. Includes two 11"x17" game maps, 16 pages of rules, a Player's Aid Chart, 286 double sided counters. Cost is $20.95.  How did I miss this game, I do not know. Mea culpa.
  2. The Damned Die Hard by HMS/GRD (European)  A game in the Glory series that covers the 1941-42 campaign for the Philippines. The new operational and tactical naval system will be used in the game. Includes separate smaller-scale Bataan scenario (on its own map) and several ‘what-if’ scenarios that explore possibilities of varied additional reinforcements for both sides. Includes 9 quarter-size maps, 3 counter sheets (840 counters).  Price: $65 Product #911 (and lots of $$$ for shipping from Europe, just warning ya)
  3. The Battle for the Philippines: Bataan (1973) by Balboa Game Co (out of print and I don't believe Balboa is in business anymore).
  4. Fall of the Philippines: MacArthur’s Defeat, 1941 by Minden Games (Panzer Digest #9, out of print).
  5. Bataan! is an operational-level game of the 1942 battles on the Bataan peninsula of the Philippines in WWII. Uneven player turns and Special Events, determined by random chit-pulls, combine to create a tense, hard-fought campaign. By Compass Games (unfortunately. out of print).
  6. MacArthur: The Road to Bataan covers the battle of Luzon Island during the winter of 1941-1942. Paper Wars Issue 90, still available. Thank you Jack for pointing this one out.
If there are any other games that cover the invasion of the Philippines 1941 and just not Corregidor, I would be happy to hear about them.

History of the Invasion:  I am not going to go into the history, as anybody who plays WWII games will have at least one or two if not more, books on this particular subject.   And if you don't, click on the link to the left, it will take you to the US Army Center of Military History Online where you can read up on the invasion and battle in CMH pub 72-3.  BTW, that is public domain and you can download the .pdf for free. Plus it is very well written.

Evaluation:  Though the game came out a few years ago, it is one of "those" type of games that just doesn't go out of style or play. And in this latest edition, I believe more people will have access to this game.  The graphics are well done.  The rules are good, as is the game's concept. I am giving this game an 8 out of 10. Beautiful graphics, game map, counter, etc. Rules that are good. Honestly, one can't go wrong with this little gem.

Summary:  The Allies will get walked over and beaten most of the time. Depending on how each side picks one of their victory condition markers will depend on the Allied victory or not. Historic, yeah, but not fun.  However, this is actually good, as it is not one of those games that is easily figured out. It will make one think.

There is a rule called "MacArthur takes Command" (rule 5.3) that allows the Allied player to have a secondary movement or combat just like the IJA player, except the Allied player can preform the same phase twice in a row (i.e. two movements or combats for example), but only once from turn 3 onward. And this takes the sting out of lack of movement and combat like the IJA player has. There is another rule that comes into possible play on game turn 5. This is the Allies declaring Manila as an "Open City" (rule 8.4). This allows the Allies one extra movement point and Allies can use the infiltration movement (rule 6.2.3) like the IJA player.   And I failed to mention that in case of a tie in victory points, the Allies still win.

About the only quibble spots I have is the weakness (both combat and movement) of the Allied units and the non-ability to move and have combat once, much less twice.

Of course, the non-ability to both move and have combat for the Allied player, could show the lack of equipment, whether transport or prime movers and/or the age of equipment and/or lack of training of the Allies in the Philippines and the training of the Japanese troops. Up to this point the Allies had not fought a major war for 23 years, while the Japanese units in the game are seasoned. And for this reason, I can understand why the rules and combat factors and movement allowances are the way they are.  

Though General MacArthur was making himself a pain in the butt to the Chiefs of Staff in the US with requests for more troops and equipment, including tanks, since he took over command in the summer of 41 and was getting them, there just wasn't enough time to receive the personnel or train them to a higher combat readiness. It was also believed that the Japanese would not invade until April or May of 1942.

But, I do disagree about the 26th Cav Regt's movement allowance, as this unit was the most trained, mobile, and professional of all the units (Filipino and US) in the U.S. Army Forces of Far East.  If the Japanese can have a movement allowance (ma) of 4 with bicycles, then the 26th should have a ma of 4 with horses, if not more and be able to both move and attack.

The die roll at the end of a game turn for Air Combat simulates in a very easy manner on whether the Japanese can move their aircraft out of this theater of war to another. Even though the Japanese totally destroyed the Allied air, they couldn't take a chance that they didn't.  To keep the IJA player on their toes, VP is awarded for remaining Allied airfields until they have all been captured.

Neither side can afford to be lazy. The Allied player must plan and make the IJA player pay for every hex they take. The "MacArthur takes Command" rule, as well as "Open City" for Manila can be a boon for the Allies and the bane of the IJA.  The IJA player must plan out his strategy and be willing to modify his/her plans when Turns 3 and 5 take place. Regardless, the capture of the Allied airfields will deny victory points to the Allied player. 

For it's price, and honestly, the lack of counters (I like very low counter games), and the simple but elegantly thought out rules, make this game a steal.

Yes, please do note this is a new format and one I will be using from now on.  Let me know if you enjoy it or not. 

Here is a graphic of additional units that I made for the game.  War Diary magazine put them in an issue!  WOW, an honor for me.  If you use, remember that they are copyrighted, not for sale, but you can give them away.



-ab out 

Note: updated Oct 3, 2019 to add an addition Philippine game. Keep them coming!!!!  Updated May7, 2019 for English and to clarify a couple of thoughts.


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.

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.