RAF – Initial Thoughts

Finally comfortable enough with the rules to start the “Hardest Days” scenario.  This is a highly regarded solitaire game with great reviews.  I started out with “Lion”, playing the British.

For a solitaire game, it has a relatively low level of wristage.  The game process and progress is, to a large degree,  driven by cards; for targets, raid size, raid strength, approach events, target events and passage of time during a raid “day”.  Dice rolling is limited to combat results, bombing results, British ability to respond to attacks and weather.

Unlike many other games, the end of a raid does not mean the time clock advances.  There can be raid somewhere else over England, or a followup raid on the target just attacked.  Have a couple of “0” time advance results, and it makes for a damn long turn, and day.

As a result, the RAF is stretched thin and beat up from the get-go.  Their warning system is not good, and this restricts the ability of the RAF to respond in any strength – from adjacent sectors – to a raid.  Even a minor raid can leave the RAF out-manned, especially when a sector has been attacked several times during the day.   In most instances, the RAF cannot even get to the bombers, having all their assets engaged by German “Hunter” gruppen.

The instructions advertise that the 5-Day, “Hardest” scenario can be played in three hours.  Don’t think so.  One day takes about an hour, and that’s now that I can play without my nose buried in the rules.

Gonna keeping hacking at it, and see if the game play speeds up.  Keep hoping for those “2 Hour” time advance cards.  Both the Brits and I need them!

 

 

 

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