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Holdfast: Pacific from Worthington Publishing is their take on whole Pacific Theatre of Operations during World War II. It is a strat...

Holdfast: Pacific Holdfast: Pacific

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Kickstarter


Holdfast: Pacific from Worthington Publishing is their take on whole Pacific Theatre of Operations during World War II. It is a strategic block wargame and follows most of the previously tried and trusted mechanisms from the previous Holdfast line. I am disposed to like this game very much as it is set in the Theatre which interests me the most. 


All of the components are good. You get a full size mounted map board, lots of wooden blocks (many more than in the Atlantic game) in two colours, 6 nice chunky dice, a rulebook that consists of just 7 pages of rules and a chart of appearance for each player. I would have liked to have had a player aid with the Sequence of Play included or even printed onto the map-board itself. The graphic design on the board follows a simple and clean aesthetic and this simplicity flows into the rules as well. 

Simple and well-presented rules
In just 7 pages the totality of Holdfast system and the subtle variances each title has, is presented. There were a few edge cases which we couldn’t find in the rules but they were so ‘edge’ that I can’t remember them now. An application of common sense was sufficient to overcome my tendency to rules-lawyer.

The rule changes are what makes this Holdfast game different from Holdfast Atlantic (the only other Holdfast title I have played) and as a self-professed PTO aficionado, these game specific rules were really interesting: for example, in this game, submarines cannot be targeted. In my mind, this simple change models the relative effectiveness of submarines in the PTO compared to the infamous exploits of the U-Boat wolf-packs in the Atlantic.


Set up for the first turn
I also like the combat determination rule in this game. Prior to any combat taking place, players have to choose and simultaneously reveal whether they want air combat or surface combat first, in a contested sea zone. If the players desired combat differs each player rolls a dice, with modifiers, to determine whose goes first. In my mind, this is modelling the airborne radar and relatively poor fuel endurance (considering the size of the Pacific Ocean) of combat aircraft.  I may be stretching things here but in my mind it makes sense. 

Once combat starts in a sea zone be prepared to chuck a lot of dice. If you are familiar with most block wargames then you’ll know what I’m talking about. Individual battles often felt ‘swingy’ and sometimes after going in feeling like victory was certain, two battle rounds later you’re having to retreat, with the opponents forces largely unscathed. I don’t know how or why that happens, indeed my rational brain is telling me it didn’t happen; after all, it’s just probability. A few rounds of ‘bad’ dice can quickly curtail your plans. This swing does even out over the course of the game where you’ll have rolled the proverbial ‘buckets ‘o dice’.

Halfway through turn 5
Unusually for many combat games both the high and low dice results score. Results of 1, 5 and 6 are all good if you’ve rolled them. Normal hits that rotate a block down one strength point are 5 and 6. You disable an enemy unit on a roll of 1, forcing that unit to retreat to a friendly port at the end of a combat round. Because combat is simultaneous even ‘after’ being disabled that unit will still fire back, they just won't be firing in the next round. 

Another simple tweak to the Holdfast System in this game is asymmetric Repair Points. The Americans start slowly but receive extra RP each turn with which they can repair and replace damaged and lost units. In contrast, the Japanese player is limited to just 7 RP for the whole game. Their American player’s Order of Appearance also ramps up massively whereas the Japanese player dwindles into oblivion. As the Japanese, once a unit has been destroyed or damaged, it stays that way. 

American units sample (note the British carrier)

Japanese units sample

One thing that still baffles me about this theatre is that going into the war many senior Japanese military men believed they had no chance against the might of America. In the film Tora Tora Tora, Yamamoto delivers a famous and surely apocryphal quote:
 “I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve”.
Any PTO game has a challenge to model the asymmetry between the powers and keep the game fun and challenging for both players. The asymmetry here is well modelled but in all but one of my games, the American player romped to victory. In other words, the balance is not quite right. Against two evenly matched players, the game favours the American player. However, if you like a challenge and are facing a relative Padawan in the war-gaming world, take the Japanese forces and try to eke out a victory.

 

American Order of Appearance and RP production
 
This game is a great opportunity fully explore a simple game system and be competitive without holding anything back against a newcomer, as long as they're the Americans. 

There are some optional rules which introduce Task Forces for Japanese player and Air raids on ports for both players. These rules I consider essential if the Japanese player is to be in with any chance of winning. The Task Force counters obfuscate your forces disposition and can even act as a dummy block. For me, these simple rules model the vastness of the Pacific and the relative difficulty of stumbling across your enemy (despite that happening on many occasions in real life).

 

Box Rear
I can’t separate Holdfast: Atlantic and Holdfast: Pacific in terms of my game-play enjoyment. They’re both good introductory wargames, although I think this a very small step in complexity up from Atlantic. I would choose this one over its Atlantic brother purely on theme alone.

"Pawn Takes Castle" - Tom Freeman


I can’t finish this review without talking about the box art. Pawn Takes Castle by Tom Freeman captures a brace of Dauntless SBD Bombers ripping into Akagi at the Battle of Midway. This piece dramatises the conceptual military shift, away from big battleships as the key weapon in maritime power and places it onto the tiny yet powerful aircraft.

This game is available from your Friendly Local Gaming Store, Holdfast Pacific has an RRP of $70 or £69.95 which feels a bit much considering the simplicity of the game but when you consider the amount of wood in the box that price is well justified.

Holdfast Atlantic is one of two recent Kickstarter offerings from Worthington Games . They are both now available from your Friendly Local...

Holdfast: Atlantic Holdfast: Atlantic

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Kickstarter

Holdfast Atlantic is one of two recent Kickstarter offerings from Worthington Games. They are both now available from your Friendly Local Gaming Store, Holdfast Atlantic has an RRP of $70 or £69.95 ...



Holdfast Atlantic is a fairly simple Block wargame that comes with just 8 pages of rules which includes several examples of play. I don't ever remember playing a wargame with so few rule pages. Even my very dusty and unloved version of Risk has 9 pages of rules. (Okay they're printed on a much smaller pamphlet than these are)

For the veteran gamers amongst us, HF Atlantic is a re-skin of a classic Avalon Hill title, War at Sea. Unfortunately, I can't compare the two as I have never played the older version. But what I can say about Holdfast Atlantic, is that it is an engaging and surprisingly strategic offering, considering the 20 minutes it's going to cost you to read and understand the majority of the rules.



Each turn follows the same sequence of steps, whereby first the Allies, then the Axis player, move their ships into regions adjacent or within 2 regions of the ship's port of origin. This mechanism allows the Axis player to calculate some of the risks prior to the battle which cleverly negates the effect of their dwindling resources through the game.

The game lasts for 8 turns, and the player with the most Victory Points, gained by controlling sea regions at the end of a turn, is the winner; ties to the Axis player. After I was comfortable with the rules I found each game with a new player lasting about 2 hours. If you're both familiar with the rules then just over an hour is a realistic time to complete a game. For a wargame that recreates the Battle of the Atlantic, that is no mean feat. 


September 1939 ...
Aside from the naval fleets available, the two sides have slightly different units available to them. The Allies have Convoys, which are another source of VPs, and they also get Task Force blocks, which can be used to replace other ship blocks and allow the Allies to create decoy blocks. The Axis player gets U-Boat blocks which can ignore all moment restrictions that surface units are subject to. 

Initially, this U-boat movement caused me a few concerns, but I realised that it is just an abstraction of the hidden/unknown threat of U-boats in the Atlantic, and it is not an attempt to simulate submarine movement. The Axis player gets to place all his units with full knowledge of where the Allies are. They are then free to target those areas where they think the more vulnerable units are. This is another clever, yet simple way, to recreate the risk that must have been present for any Allied naval commander facing the U-boat threat.
Different units and markers to play the game
The asymmetry between the players makes this game for me. I think I prefer to play the Allies because it feels like there is a little more jeopardy: if the Axis player doesn't win, then that's historically accurate; if the Allied player doesn't win then he's lost. I still enjoy playing the Axis side though, trying to manage your resources against the stronger Allied units is a fun challenge and this game still feels well balanced.

I enjoyed the fact that the designers had put in most of the major combatants into this game or at least the more well-known participants of the Battle of Atlantic. Although I should say that the Axis get the Graf Zeppelin which is used in the air combat rounds. I assume this is to provide a little balance against the stronger Allied forces although it is not historically accurate. As the Axis player, I wasn't complaining.
The only WWII German carrier. The Graf Zeppelin was never operational
If you're familiar with Block Wargames then the familiar tropes are all here: rotating blocks to indicate health, each side's blocks facing away from your opponent, simple rules etc. and it really works well in the naval sphere. I really appreciate the little design touches that make the game easy for new-comers to pick up, e.g. the attack strength of a unit, i.e. how many dice you roll in an attack, is shown in a square, dice-like symbol; also the to-hit number is in a circle, i.e. the same shape as the health pips.

The game comes with three optional rules, I would suggest you start playing with them all included. They are simple to implement and provide a much better strategic experience. Amongst other things, they allow you to try to reduce your opponents repair capacity so you could plan a crippling naval battle and also an air raid in the same turn to reduce their shipyard industry. 
Brave Bomber Command crippling German dockyards
However the best-laid plans are never assured in combat and like many wargames, you will be chucking buckets-o'-dice. A large engagement of 3 rounds of combat (submarine, air, naval, retreat) could see each side rolling 50 dice (not all at once, mind). If neither side retreats you'll be plunged into another round of naval combat, whereby you may have another 30 dice to roll each. I don't consider this a problem but if you are dice-shy then maybe it's not for you.

Any new player will be familiar with the turn structure after 4 turns or so, I would have appreciated an on-map sequence of play as an aide-memoir, there is enough real-estate on the map to even provide two, one orientated for each player as they sit facing each other.
Start of combat phase: game turn 5
This game is simple, I even played a few turns with my 8-year-old, he got hold of the combat and all the mechanisms immediately and asked to play it again, but he didn't want to finish the game after the third turn. The strategy aspects and historical interest in the topic was quite a bit beyond him. There is a good amount of strategy involved which should provide even a veteran wargamer just enough meat to sustain him in between his games of Europe Engulfed.

This game is perfect for me. I have used it and will to use it to introduce my more casual gamer friends into the simpler side of wargaming in the hope that we'll have another convert to our hex and counter religion and I can convince them to try some ASL...(that hasn't happened yet)

I should mention that the component quality is top notch, although a company that got this simple formula wrong would have to be trying pretty hard. Worthington Games has published a very good introductory wargame with high-quality components. The blocks and mounted map look and feel great. 

Come back soon for some Holdfast Pacific action ...
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