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The Damned Die Hard: Philippines '41 box art

The Damned Die Hard: Philippines '41

Players

2

Time

?-?

Age

12+

Weight

3.88

Rating

6.53

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The Damned Die Hard: Philippines '41 has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, the game does not emphasize cooperation as much as other aspects of interaction.

Replay value

The Damned Die Hard: Philippines '41 has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The expansions add new content and gameplay elements, enhancing the replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, The Damned Die Hard: Philippines '41 provides a fresh and engaging experience with a high replayability factor.

Luck profile

The Damned Die Hard: Philippines '41 has a moderate level of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

The Damned Die Hard, the second game in The Glory Series, is a detailed, operational-level game depicting the conflict between Japanese and Allied forces in and around the Philippine Islands from December 1941 to May 1942. The game is designed for two players (but can easily accommodate additional players - a side might have separate air, naval, and ground commanders and/or multiple ground commanders, for example). The Allied player controls the US Army Forces Far East command and the US Asiatic Fleet. The Japanese player controls the IJA's 14th and 16th Armies and the IJN's 3rd Fleet. The Allied player must disrupt the Japanese advance, inflicting unacceptable losses on his opponent and denying him use of the Philippine ports and airbases for as long as possible. The Japanese player must quickly overrun the Philippines, allowing his forces to be redeployed for the campaigns to come in the Netherlands East Indies and The Solomons/New Guinea. Both players maneuver their ground, air, and naval forces and conduct combat in an attempt to achieve these goals. There are five scenarios in the game. These are: Luzon is an introductory scenario designed to familiarize players with the core ground and air rules. No naval units or naval rules are used and the scenario is only 4 turns long. Play begins with the main Japanese invasion force already ashore on Luzon Island. Invasion of the Philippines recreates the historical campaign for the Philippines. The Philippines Reinforced explores how a somewhat reinforced Philippines garrison - based on accelerating scheduled US arms deliveries by about 1-2 months - would stand up to the Japanese assault. The Philippines Fully Prepared posits acceleration of scheduled US arms deliveries by about 6 months, allowing for a nearly full-strength Philippine Commonwealth army to meet the Japanese attack. Bataan models the campaign for the Bataan peninsula and Corregidor Island using a special map at a scale of 1.6 miles to the hex and with play focused at the battalion rather than regimental level. Game Components: One rule booklet Two orders of battle booklets - the Japanese Order of Battle and the Allied Order of Battle. Nine The Glory Series mapsheets (G7:NE, G7:NW, G7:SE, G7:SW, G8:NE, G8:NW, G8:SE, G8:SW, and G9). Three counter sheets (G-9, G-10, and Europa universal marker sheet). A set of ten charts for the play of the game two dice

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Credits

Designers

2
A. E. Goodwin Eric Pierce

Artists

2
Winston Hamilton Darla Hamilton

Publishers

1
Games Research/Design (GR/D)

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