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Ortona
Ortona: The
Advance through Italy, Dec. 1943 was a hex and counter wargame designed by
Stephen Newberg and released by Simulations Canada in 1983. As the title
suggests, the game is an historical simulation of the fighting around
Ortona, specifically an operational level game.
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"In
December 1943 the Allied advance up Italy was stalling. To regain
momentum on the Eastern flank the 1st Canadian Division was given the
task of capturing the strategically important city of Ortona. Resistance
was expected to be light. However torrential rain turned the countryside
into a quagmire and the Allied artillery maps proved inaccurate. The
Germans had dug in along the length of a gully outside Ortona and were
reinforced by the elite 1st Parachute Division. The battle for the gully
lasted 10 days with Germans fighting for every inch of ground and
inflicting severe casualties before falling back to Ortona. Once again
the Germans dug in."
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- "Ortona is an operational
game of the Allied drive on the city of Ortona in December 1943. The
Allied player must attack two heavily fortified positions manned by
excellent troops. The German player must conserve his small force, and
time retreats and counterattacks with skill."
Description
- Scale: Turns
are 1 day long, units are company sized, and each hex is 170 metres
across.
- Players: 2
- Playing Time:
2 to 3 hours
Components
- Either one plastic bag
or cardboard box
- 18 page rules booklet
- 122" x 28" two-color
map
- 255 mostly die-cut
counters, mostly back-printed, in 8 colours
- 80 German units (grey)
- 1 gray information
counter
- 28 German Paratroop
units (light blue)
- 4 light blue blank
counters
- 67 Canadian units
(red)
- 2 red information
counters
- 1 turn marker
- 2 red blanks
- 12 white information
counters
- 10 maroon information
counters
- 24 yellow information
counters
- 10 green information
counters
- 15 orange information
counters
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Review
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Ortona is
a forgotten gem from the Simulations Canada stable. As in SimCan’s
previous, highly successful Dieppe, this one deals with the exploits of
the Canadian Army ... Game play reflects quite well with published works
on the battle. The Canadians launch the 2nd Brigade into the teeth of
The Gully position at the game’s onset, and get themselves well and
thoroughly battered.
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- In the process, they
eliminate just enough German troop strength to turn every German Player
turn into a crisis. It’s a ‘thin gray line’ holding the gully, and every
turn seems to get a little thinner. The Canadians are soon reinforced
with the division’s other two brigades (1st and 3rd), plus a whole host
of support units, while the Germans get the 1st Parachute Division. The
attackers will pierce the gully eventually, but will they still be
strong enough to storm Ortona? The defenders will destroy a large
percentage of the attacking force, but will they be strong enough to
hold the town at the end of the game? This game is a real nailbiter.1
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- That rarity, a SimCan
design from someone other than Steve Newberg! I was able to mail order
my new copy from a Canadian game dealer a few months ago and understand
that it may still be available new from Clash of Arms Games for less
than $10 in ziploc when bought in quantity with other SimCan games.
The designer, Steve Newberg, is
quoted as saying:
- I’m not sure why I don’t
like this game. It works historically. It’s even fairly balanced in its
victory conditions. The units are colorful, though the map came out
functional at best. Perhaps it is the lack of play options. The Allies
really only have frontal assault, with the only question where and when.
A workmanlike, but uninspired design.2
Notes
- Rob Citino, Comsimworld,
quoted in Simulacrum, Issue 10, Jan 2001.
- Jim Di Crocco III,
Simulacrum, Ibid.
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