USMC units also have two M1A1 Abrams units are their disposal. It’s an enjoyable exercise simply trying to figure out whether to buff up you 4-strength units with CIAAT’s or overpowering your 6-strength units. The extra firepower that this support brings is invaluable to your teams, and you will wish many times over that you had more. Thankfully, the marines begin with four CIAAT’s (Combined Anti-Armor Teams) that give select units (your choice) extra firepower - albeit limited to four uses each - and a one-use Explosives asset. You’ll be praying that the “4” combat units are sparse or non-existent in your initial assault force. All the marines are two-step units, with starting combat values of 4-6. The remainder are ceded to your company and battalion reinforcement pools. You begin the game at the bottom edge of the play area by first randomly drawing nine starting USMC units. Two-Step Marine Units and Mission Support Considering lines of sight and the best routes on which to advance will leave you pleasantly engaged. One look at this map, and it’s easy to see how the layout presents plenty of tactical challenges. Between and among these zones and buildings are streets. For example, a building will always have a courtyard at street level, one or two first-floor rooms, one or two second-floor rooms and a roof. The buildings themselves contain rooms at various elevations. The paper game board is comprised of zones, and the zones are comprised of buildings. The article is titled, “Infantry Squad Tactics, Some of the lessons learned during MOUT (military operations on urbanized terrain) in the battle for Faullujah.” Closier relies heavily on this resource, along with a few others on the topic. With that said, I do believe the designer did his due diligence in bringing a realistic portrayal of the conflict, insofar as Laurent Closier’s designer notes and excerpts from the USMC Gazette article imply. I will gladly share your views with my readers, and provide this missing perspective. But if such a person exists, and he or she is within eyeshot of these words, I would like to hear your thoughts on how this game models (or fails at modeling) combat in the field. Part of me can’t imagine anyone who has experienced the events depicted in this game would ever seek out Phantom Fury. If anyone has a military background - the kind that has you clearing hostile neighborhoods, room to room, house to house, and block to block - please get in touch with me if you’ve played this game. I can’t speak to the realism of a game such as this, aside from banal comparisons to movies I’ve seen and media I’ve read. Do the decision points in the game and the results that are subsequently modeled, reflect the reality of modern, urban combat operations, at least from a tactical or strategic standpoint? Two is whether or not the game truly models the squad tactics of a contemporary marine squad. That’s the expectation for any game, in any time period, in any genre. One is whether or not the game is enjoyable, mechanically sound and challenging regardless of realism. Reviewing a board game about a military action that took place just 11 years ago imposes at least a few obligations on the reviewer. If you want to drill down even further, the map depicts the north-west Jolan district. Phantom Fury by Nuts! Publishing is a solitaire wargame that concentrates on the fighting carried out by the 3rd Battalion, 1st Marines on the morning of Nov. And after all that, I suspect that what I know about war is that I don’t really know it all. I’ve talked to some who have been to war. Home › Reviews › A Review of Phantom Fury
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