A review on the game "Day of Infamy" by High Flying Dice Games.
Background on Pearl Harbor:
Historically, Japan won a major victory, in that they were able to sink the US Battleships (from the 1850' till 1990's, battleships were consider the pride of a fleet. Expensive to build, maintain, slow, and having the largest caliber of gun (between 12" to 18") these ships were the ultimate weapon at sea.). *Remember this thought as we'll be visiting it again.
Actually Japan did us a service by this attack, as Admiral Hara Tadaichi summed up the Japanese result at the end of the battle, by saying, "We won a great tactical victory at Pearl Harbor and thereby lost the war.". And Japan did.
Our carriers were being built faster than any other Nation had ever built capitol ships - fleet carriers (CV), light carriers (CVL) and escort carriers (CVE). New battleship classes, cruiser classes, destroyer classes, and a lot of other types of ships (just as important as the big boys) being built and entering into service. And let us not forget, the two a-bombs dropped on Japan - more advance technology than ever before. Men, women, and even children, the might of this nation rose to the occasion to defeat an enemy that choose to attack the US without declaring war. Truly, Admiral Hara Tadaichi was correct. Japan poke the bear one too many times and paid for it. It was total war, pure and simple.
Note - Though I am touching on the big ships, there was 1 Navy tug sunk, 188 aircraft destroyed, 159 aircraft damage, 2,335 Military killed, 1,143 wounded, and 68 Civilians killed with 35 wounded.
While the big ships were hit, the Japanese ignored the Naval and USAAC facilities. A 3rd wave was planned but overturned by Vice Admiral Nagumo. If it would have been carried out, all the port facilities, and airfields could have been so heavily damaged that it could have pushed the war in the Pacific back two to three years.
There are hundreds of books written on the this subject. At the end of the credits in the rules is a listing of books about this attack that Paul recommends on this subject.
The Game:
1. Preparation Phase
2. Activation Phase
3. End Phase
There are 6 turns in the game, with many steps of phases 1 to 3. The turn ends when the Joker is drawn or if there are no Japanese air units (JAU) in play on the map. If the Joker is drawn before both players have performed an activation, it is discarded and play continues. Turns 1 to 3 is considered the 1st air wave of attack. Turns 4 to 6 is the 2nd wave of attack. Each turn represents one group of Japanese attackers. And there is section "6.0 unit deployment" telling the player what units are in play on turn 1, turn 2, etc.
Under 1. Prep phase, the card deck is shuffled and draw cards from the deck until a red card appears.
Under 2. Activation Phase is where a card is drawn and depending on the type of card what type of activations occur. These can be one of the following:
- movement
- AA fire on a Japanese Air Unit
- Enemy Acft is attack (Japanese 1st, US 2nd)
- Japanese bomber unit attacks
- move the USS Nevada
- the turn ends when the Joker is drawn (after both players have played) or
- if there are no Japanese air units (JAU) in play on the map.
- remove all Flight units (both sides) from the map.
- leave bomber units in place as they must move off the map
- advance the different tracks up one level.
- and proceed to Prep phase.
Though simple in play, it is another one of those fine games, where simple doesn't mean silly. If the Japanese player tries to attack everything, he/she will lose. One has to think in this game.
The variants for this game raise a new awareness with possibilities. Well thought out, they do add another element to the game.
Time to rate this game:
- Complexity of the game = LOW with medium overtones.
- Solitaire = Med HIGH (a little work is needed)
- Enjoyment Level = VERY HIGH (imho)
- Nail biting = 10 fingers worth. I didn't know if I bit off more than I could chew as the Japanese player. (bad pun)
- Historical Level = High - this game has a solid historical reference background and a very solid OOB (Orders of Battle).
- Length of typical full game =about 1 to 2 hours.
- Out of the 8 games played, it is hard for the US player to win, but it can be done, by limiting the Japanese player. Basically it is limiting the type of victory of the Japanese player. You will have to think about your plans and work with what you got. The Japanese player will need to think just as hard, as there is no "just right, win every time" strategy plan available. Most of my games came out as a Minor Japanese Victory, but that could be my solo tables need to be tinkered with. And of course, using cards generates the "fog of war" and everything in between such as morale, supply, and leadership.
Enjoy the game
-ab
note:
This game is available once again as a bonus game when one buys Against The Odds 2019 Annual - La Vendée - 1793 directly from ATO web site. Cost is $49.95 and includes postage. Both the game "La Vendée - 1793" and the "Day of Infamy" are worth it. Unfortunately, ATO publisher is not making the game available as a "black swan" for separate purchase. You either will have to do without or purchase the Annual. 😢
Updated: Jul 6th to removed last 3 paragraphs as they are no longer valid.
Updated: June 24th 2020 as this game is no longer sold by High Flying Dice Games. I am not at liberty to say who bought it, but if you have this game, then it is a collector's item.
this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information. And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.