| 'Bitter
Victory': A Developer’s Preview
By Doug McNair
May 2006
Avalanche Press’ innovative chit-draw
activation system rises to a new level with
Bitter
Victory, our game of the Allied Invasion
of Sicily in 1943. Designer Brian Knipple
takes the land-battle system he introduced
and refined in America Triumphant, Alsace
1945 and Red God of War, and adds
rules for amphibious landings and airborne
drops to give players a whole new range of
options for taking on the enemy.
Historical Situation
To quote Brian’s historical notes:
“The invasion of Sicily was the Western
Allies’ first attempt to gain a foothold
in Europe, and the first large amphibious
operation against enemy opposition. The
battle in North Africa had ended in the
total defeat of the German and Italian forces
in Africa, and included more than 70,000
dead and 200,000 POWs. The Allied leadership
had agreed in January 1943 that the follow-up
to the campaign in North Africa would be
the invasion of Sicily. Possession of it
would provide airfields and ports to support
landings in Europe and give the Allies control
of the central Mediterranean.”
Sicily had the potential to be a very tough
nut to crack, with plenty of highly defensible
terrain to bolster the efforts of the Axis
garrison. But Italian support for the war
was already wavering by the time the Allies
landed, and many Italian troops chose to surrender
rather than resist. Before long, the Axis
commanders decided that evacuation was the
best option, and the majority of the Axis
garrison escaped through the port of Messina.
This gave the Allies their base at Sicily,
but left them facing an undiminished enemy
defending the boot of Italy.
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A photo from another age, when we weren’t
ashamed to show sacrifice. An American
medic treats a wounded GI while Sicilian
women look on.
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The Game
Bitter Victory offers players four
scenarios:
1. Operation Husky, the historically-accurate
invasion plan. General Montgomery’s
British Eighth Army lands on the southeast
coast and drives north to cut off the Axis
escape at Messina, while General George S.
Patton’s American Seventh Army lands
on the south coast and drives north, protecting
Montgomery’s flank.
2. The 141 Plan, the riskier option for
an earlier invasion, with fewer troops hitting
the Axis at opposite ends of the island.
3. The Tunisian Followup, General Marshall’s
brainchild for an invasion immediately after
the conquest of North Africa. While it would
have met with a much smaller garrison, it
would have involved far fewer Allied troops,
so the risk would have been much greater for
both sides.
4. The Free Setup scenario, where the Axis
player secretly constructs his own defensive
plan, and the Allied player is free to plan
and launch the invasion any way he wishes.
Both players gain victory points for eliminating
enemy units. The German player also gains
VPs for overrunning Allied-controlled beachheads
and ports, repelling amphibious landings and
airdrops or forcing them to abort, and controlling
Sicilian territory at the end of the game.
The Axis can rob the Allies of VPs by evacuating
units from Messina before the Allies can destroy
them. As for the Allies, in addition to VPs
for destroying Axis units, they get VPs for
every turn in which they control key Sicilian
cities.
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The Allied player also has naval support.
Light cruiser Brooklyn pounds
the Germans at Licata, 10 July 1943.
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Most units in Bitter Victory are regiments
and brigades, with a smattering of tank and
commando battalions on both sides plus some
Italian coastal defense divisions. There are
also Allied landing ship, tank units (LSTs)
and warships to support amphibious landings,
and both sides get air points to support land
combat.
Headquarters are the most important units,
and at the start of each turn, players place
the activation chits for their HQs in a common
cup. Players then draw chits randomly one
at a time, and whoever’s chit is drawn
gets to activate the HQ corresponding to the
chit and all units which are closer to it
than any other friendly HQs. To be able to
move and fight at full strength, HQs must
be able to trace a supply path to their supply
source (Allied-controlled ports and landing
ships, tank (LSTs) for the Allies; Messina
for the Axis), and units must be able to trace
a supply path to their HQ. This gives both
sides ample opportunity for maneuver, cutting
enemy units and HQs off from their supply
sources by maneuvering behind their lines.
Axis Strengths
The Axis player has a ready-made fortress
in Sicily. All land areas except the coasts
are rough, hill or mountain terrain, and the
island is shot through with rivers. Rough,
hills and rivers give defensive bonuses in
combat, and mountain terrain doubles the combat
strength of defenders and makes airdrops impossible.
The northeast corner of the island near the
Axis supply base of Messina is mostly mountains,
and coastal defenses near Messina make amphibious
invasions there very dangerous.
The farther the Axis forces fall back toward
Messina, the better their natural defenses
get. The Axis player also receives reinforcements
during the game, so the longer he can hold
the Allies back, the better his chances are
of keeping control of at least part of Sicily
and getting VPs at game-end for each hex controlled.
Allied Strengths
Because of the Axis defensive advantage,
the Allied player cannot rely solely on frontal
assaults to get where he wants to go. He must
hold some of his forces back at start and
use them for amphibious landings and airdrops
behind Axis lines on later turns. Each amphibious
landing and airdrop must be preplanned a number
of turns in advance equal to the number of
regiments/brigades landing in the same hex.
So, the Allied player has a choice of making
several small landings quickly, or a few large
landings several turns down the line.
Where to land or drop troops is a key challenge.
A surgically-placed landing directly behind
the Axis front lines can be devastating if
it goes off well. But if Axis units move into
the landing zone between the time the landing
or airdrop is planned and when it arrives,
landing forces will either have to abort (giving
the Axis player free VPs), or fight their
way ashore. The latter option can be a disaster
for the Allied player, since repelled landings
or overrun airborne drops give the Axis player
a huge windfall of victory points.
The Allies have another weapon in their
ability to exploit the wavering morale of
the Italian Army. The majority of the Axis
forces on Sicily are Italian, and as the Allies
achieve more of their objectives, Italian
morale declines. This translates to extra
bonuses in combat for the Allies after they’ve
eliminated certain numbers of Italian units
or occupied major Sicilian cities.
The Allied player can wait until Axis forces
leave remote coastal areas to bolster the
front lines, and then plan small, unopposed
amphibious invasions or airdrops there. Those
forces can then rush to take control of undefended
or lightly defended Sicilian cities, thus
weakening the morale of front-line Italian
troops and making it easier for Allied forces
to breach the main Axis line. The Axis player
must therefore be careful not to deplete what
reserves he has, since threats can appear
from unexpected quarters without notice.
Get Yours Now!
Bitter Victory is another great addition
to the Avalanche product line and should be
very well liked by fans of previous APL games.
Like our highly popular releases Defiant
Russia and Red Vengeance, Bitter Victory
pits a powerful attacker against a defender
who must use skill rather than brute strength
to hold back the invader and keep control
of as much territory as possible. But Sicily
offers invaders a completely different strategic
challenge from the steppes of Russia, with
land, sea and airborne forces contributing
equally to the Allied effort to expel the
Axis and begin the liberation of Europe. And
at $19.99 it's one of the best deals around.
Order yours now and start planning your route
to victory!
Click
here to pre-order Bitter Victory now.
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