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The Damned Die Hard: Philippines '41 box art
1999 Ranked #17,482

The Damned Die Hard: Philippines '41

An operational historical wargame where Japanese and Allied commanders move ground, air, and naval forces across the Philippines campaign. Japan must overrun the islands quickly, while the Allies delay its advance and deny vital ports and airbases.

Wargames Wargame World War II Hexagon Grid Players: Two-Player Only Games

Players

2

Play time

Not listed

Age

12+

Complexity

3.88/5

Rating

6.53

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
360 min
Age
12+
Complexity
3.9/5
Credits and catalog connections

Credits

Designers

2
A. E. Goodwin Eric Pierce

Artists

2
Winston Hamilton Darla Hamilton

Publishers

1
Games Research/Design (GR/D)

Linked items

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