The Iranian 88th Armor Division used in the attack was actually the Iranian 88th Armor Brigade expanded into an adhoc division by combining units from the depleted 92nd Division. It consisted of 3 armor brigades of British Chieftains (Mk I to V) and M-60A1s, but lack recon units, mech inf, arty, and other divisional assets. The 55th Parachute Brigade was attached to be used for Infantry support.
And here is where the game begins...
The two infantry counters have the standard NATO Infantry symbol, while the armor units have side views of the T-55 and T-62 for the Iraqis. While the Iranians have Chieftains Mk 1-5, and M-60A1s. All side views are correct to the respected armor (for example, it is easy to distinguish between a T-55 with the bore evacuator being on the end of the gun and the space between the 1st and 2nd road wheel, while the T-62's bore evacuator was about 2/3's of the length towards the muzzle of the gun. Good going Bruce.)
And in case you still can't figure out who is who, Iraqi's had Soviet armor, while the Iranians used Western Armor.
The Iranians had flooded this area to stop the Iraqis in Nov 80. And it worked. However, when the Iranians attack in the same area on Jan 5, 1981, they were forced to utilized the same road system as the Iraqi's to keep from being bogged down. It seems as if they didn't remember about flooding this area in the previous Nov. The 88th Armor Division paid a terrible price with the lost of lives and armor when the brigades went off the roads and were caught in the same mud that the Iraqis were trapped almost 3 months earlier. The game simulates this very well with most of the map as mud hexes.
Rules: The rules are four single sided pages in length. Nice, light, tight, and pretty straight forward as HFDG rules usually are. Download the addenda (errata) for the game and correct your set of rules before playing... but, here is the addenda for ya
1.0 Components (correction):There are 34 (not 30) counters in the game.
2.1 Iranian Set Up (corrections): The reference to hex C12 should be to 0912. The reference to the 8th Armor should instead be to the 88th (the counters are correct). Also, in the second sentence of paragraph 4 “may” should be “many”.
2.2 Iraqi Set Up (correction): Hoveyzeh is in hex 0201 (not J1), Susangerd is in hex 0904 (notC4) and Saideh is in hex 0205 (not J5).
3.0 Play of the Game (clarification): In the unlikely event both Jokers are drawn by the players and one player has not activated ignore the second Joker card and continue play until all cards are drawn.
4.0 Assault (correction): The next-to-last DRM in the list should refer to a Pinned (not Disrupted) armor unit.
6.0 Air Support (correction): The second paragraph and last bullet should state “air support” (not artillery support).
8.1 Iranian Reinforcements (correction): Reinforcement units enter at hexes 1105 (not A5) or 0912 (not C12).
9.0 Changing Morale Levels (corrections):
- The middle sentence, parenthesized section) in this rule should read “but never above 5”.
- The Iranian player reduces his/her ML by 1 for each Iraqi unit that exits the east (not west) map edge.
- A player’s ML is never increased above 5 (not 6).
Activation's: The game consists of 8 turns played with many rounds. The turns cover the three days and three nights that the battle went on. Each turn is equal to 8 hrs. To play each round, each player turns over the top card of their deck and who has the highest card wins the round. Odd card is one activation, even card is two activations or the winning player can pass on either. If the card draw is a tie, the player who did not perform any activation(s) in the previous round can perform 1 activation (or pass).
For each activation a player can do one of the following:
- Arty Strike (Iraqi player only)
- Air Support Strike (both players)
- Move (both players)
- Assault (both players)
- Rally (both players)
Jokers and the end of a turn: The first time a joker is drawn, the owning player rolls 1D6 and consults the special events table on the game map. The 2nd time a joker shows up, the game turn is over, with no activations perform. If it is not the last turn of the game, do the following:
- move the turn marker up 1 space on the Game Record Track.
- Both players reshuffle their decks.
If using the optional facing rules, all armor units must end their movement with the top of the counter facing a hex-side in order to clearly indicate the unit's frontal and rear aspects.
Don't fire until you see the whites of their eyes...a.k.a. Assault.
Players may attempt the Assault Activation by an "un-pinned' unit. An infantry unit can only assault an enemy unit in the adjacent hex. An armor unit can assault an enemy unit up to two hexes away. The attacking player designates the attacker and the defender unit and rolls a die.
Die Roll modifications
+2 if attacking unit is normal status and +1 if reduced.
-1 if target is in Village hex or target is not adjacent (-2 maximum)
+1 if target is in all mud hex (no village hex or road) or firing across a stream or river (+2 maximum).
+1 firing through target armor unit's rear aspect (in addition to any of the above and if playing with the variant rule 12.1)
-1 Opportunity Fire Attack during the night turn (if playing with variant rule 12.2)
+1 Red AF (attack factor) unit firing on "disrupted" armor unit (in addition to any of the above). (remember what I wrote under "counters" to remember about "red" attack factor? Yup, go back and look).
Here are the key parts of the rules by their heading.
1.0 Components
2.0 Setup
3.0 Play of the Game
4.0 Assault
5.0 Artillery Strike
6.0 Air Support
7.0 Rally
8.0 Reinforcements
9.0 Morale Levels
10.0 Fortunes of War
11.0 Winning the Game
12.0 Variant Rules
The game is fun, but what added to the play was both of the variant rules. They just go together like peanut butter and jam. These do add to the complexity, though not as much as one would think, but does make the game jump right at ya and scream like a wounded leopard "Play me, Play me"
I don't want to give the whole game away and only wrote a little bit on the rules. There is another game on the entire Iran-Iraq War called Bloody Dawns by Pierre Razoux. It is a professional design sold by High Flying Dice Games, LLC for $50.00 plus shipping.
UPDATE: HFDG came out with another Iran-Iraqi War battle, Operation Fath-ol-Mobin March 22-28, 1982, called An Undeniable Victory. Cost is $* and is a professional game with die-cut counters. I do have it, sitting in the "to look at" box of games. Unfortunately, there are another 15 or so games in front of it.
Time to rate this game:
- Complexity of the game = LOW with moderate medium overtones.
- Solitaire = HIGH (a little work is needed)
- Enjoyment Level = VERY HIGH (imho)
- Nail biting = 10 fingers worth. It can come down to the last card draw of the last turn, if the Iranian player thinks and don't give up.
- Historical Level = High - "Mud, Blood & Steel" has a solid historical reference background and a very solid OOB (Orders of Battle).
- Length of typical full game =about 1.5 to 2.5 hours.
- Out of the 10 or so games played, it is hard for the Iranian player to win, but it is very doable. You will have to think outside the normal box and work with what you got. Arty Strike is the Iraqi friend and the Iranian enemy. The Iranian player starts out strong, but "lady luck" with the cards has a way of wiping out the those brigades and battle plans. Amazingly, just like what happen on Jan 5 1981 :D
Why? This type of movement with activations puts more of the fog of war into a game. Just because the General sends out word to attack, doesn't mean everyone heard it. What about simulating fuel or ammo (supply)? Bad radio? What if a tank broke down due to thrown track (happens)? And one never knows if they are going next. Yes, using a card draw system simulates better the realities and fog of war to me than the old standby of moving and attacking with everything.
The game does have low movement due to the number of activations available (1 or 2). But honestly with such a low number of counters for each side, does it hurt the play? I believe, "Non!".
"Amazing sweet review AB, but where did you learn all this history?" -SC
The Iran-Iraq War by Pierre Razoux 2013-2018/ ISBN:978-0-674-08863-4.
Salutes:
-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.
Updated: Sept 2019 to fix my bad English and add a link to the newest Iran-Iraqi game from HFDGs. Updated- Feb 04, 2022, to fix a little bit more.