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Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945

Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945

2013·Chris Perello

1 - 2 players
60 - 120 min
Medium weight: Teach it in one sitting

From BoardGameGeek

Iwo, Bloodbath in the Bonins 19 Feb – 17 Mar 1945, is a solitaire board-wargame using a modification of the Series: Fire & Movement combat system (Decision Games). Developed to portray the mechanized battlefields of a later generation, F&M stresses the use of fire support to generate breakthroughs, followed by a rapid penetration by mobile reserves. Iwo Jima was a critical point on the flight path of US bombers from their Saipan bases to their Japanese targets. The island would be a refuge for malfunctioning or damaged bombers coming or going. An obvious target for a US amphibious assault, the Japanese had reinforced the garrison and dug miles of tunnels the length and breadth of the island. Their goal was to inflict maximum casualties on the Americans to force them to reconsider the seemingly inevitable invasion of Japan. The resulting battle was brutal, even by the standards of the Pacific War. On Iwo, the Japanese fought from within an extensive tunnel network, neutralizing the usual fire support effects and limiting maneuver to the US approach to each fortified position. The Japanese units are hidden, their strength revealed only at the instant of combat, so the US player must mass against a position to play it safe, using fire support to suppress the defenders and so reduce attacker casualties (a key victory condition]. On the other hand, the US player must clear the island to win, and time is not on his side. Sooner or later he must take risks to push the battle forward. Taking some terrain, like Mount Suribachi, is critical to weakening the island's defense. The Japanese defense is handled by a short, simple set of priorities when conducting Japanese bombardments, punctuated with an occasional Banzai charge. A weak attack against a bunker may only displace the defenders to another position, where they will have to be attacked again. The rules include an option for a two-player game, with a second player handling the Japanese forces. Note: This is a SOLITAIRE game with two-player rules included. Game Scale: Game Turn: 2 days Hex: 350 yards / 300 meters Units: Company to Battalion Game Inventory: One 17 x 22" full color map One dual-side printed countersheet (100 1/2" counters) One 4-page Iwo rulebook One 8-page Fire & Movement Folio Standard rulebook Solitaire Playability: Very High Complexity Level: Low Players: 1 (Solitaire game, but 2 or more can play) Playing Time: 1-2 hours Players will need to include one 6-sided die for play.

Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945

Which Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945 video should I watch?

Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945 has 2 videos from 2 creators: 1 playthrough and 1 unboxing. They date from 2023 to February 2025.

If you like it, try Vimy Ridge: Arras Diversion, Loos: The Big Push, Germantown: Washington Strikes and Desert Fox Deluxe, also by Chris Perello.

All videos

IWO Bloodbath In The Bonins FULL GAME PLAYTHROUGH / Board Game By Decision GamesPlaythrough1:24:33

IWO Bloodbath In The Bonins FULL GAME PLAYTHROUGH / Board Game By Decision Games

Legendary Tactics

Legendary Tactics

Coffee with Kilroy: Tales of War - Battle of Iwo Jima (February 19, 1945)Unboxing13:28

Coffee with Kilroy: Tales of War - Battle of Iwo Jima (February 19, 1945)

KilroyWasHere

KilroyWasHere

Creators who cover this

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KilroyWasHere
KilroyWasHere
1 video of this game
Legendary Tactics
Legendary Tactics
1 video of this game

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About Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945

From BoardGameGeek:

Iwo, Bloodbath in the Bonins 19 Feb – 17 Mar 1945, is a solitaire board-wargame using a modification of the Series: Fire & Movement combat system (Decision Games). Developed to portray the mechanized battlefields of a later generation, F&M stresses the use of fire support to generate breakthroughs, followed by a rapid penetration by mobile reserves. Iwo Jima was a critical point on the flight path of US bombers from their Saipan bases to their Japanese targets. The island would be a refuge for malfunctioning or damaged bombers coming or going. An obvious target for a US amphibious assault, the Japanese had reinforced the garrison and dug miles of tunnels the length and breadth of the island. Their goal was to inflict maximum casualties on the Americans to force them to reconsider the seemingly inevitable invasion of Japan. The resulting battle was brutal, even by the standards of the Pacific War. On Iwo, the Japanese fought from within an extensive tunnel network, neutralizing the usual fire support effects and limiting maneuver to the US approach to each fortified position. The Japanese units are hidden, their strength revealed only at the instant of combat, so the US player must mass against a position to play it safe, using fire support to suppress the defenders and so reduce attacker casualties (a key victory condition]. On the other hand, the US player must clear the island to win, and time is not on his side. Sooner or later he must take risks to push the battle forward. Taking some terrain, like Mount Suribachi, is critical to weakening the island's defense. The Japanese defense is handled by a short, simple set of priorities when conducting Japanese bombardments, punctuated with an occasional Banzai charge. A weak attack against a bunker may only displace the defenders to another position, where they will have to be attacked again. The rules include an option for a two-player game, with a second player handling the Japanese forces. Note: This is a SOLITAIRE game with two-player rules included. Game Scale: Game Turn: 2 days Hex: 350 yards / 300 meters Units: Company to Battalion Game Inventory: One 17 x 22" full color map One dual-side printed countersheet (100 1/2" counters) One 4-page Iwo rulebook One 8-page Fire & Movement Folio Standard rulebook Solitaire Playability: Very High Complexity Level: Low Players: 1 (Solitaire game, but 2 or more can play) Playing Time: 1-2 hours Players will need to include one 6-sided die for play.

Designer

Chris Perello

Artists

Larry Hoffman, Chris Perello, Joe Youst

Publisher

Decision Games (I)

Categories

WargameWorld War II

Mechanics

Dice RollingHex GridSimulationSolo / Solitaire Game
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