Phantom Fury - The 2nd Battle for Fallujah
This solitaire game simulates, at tactical scale, the combat waged by US forces during the month of November 2004 to secure the city of Fallujah and crush insurgent resistance. The game particularly focuses on the fighting of the 3rd Battalion, 1st Marine Regiment, 1st Marine Division in the Jolan District in the north-west part of the city in the morning of November 9th.
The player controls USMC troops while the system handles the insurgents. This design is based mainly on the article "Infantry Squad Tactics: Some of the lessons learned during MOUT (military operations in urbanized terrain) in the battle for Fallujah", published in the September 2005 issue of the Marine Corps Gazette.
The map includes a part of the Jolan District, divided into 61 zones of approximately 50x50 meters and sections of road of equal size. Each zone is made-up of several locations (open ground, courtyard, first storey, second storey, rooftop) represented by boxes that are used to manage movement. Tracks and charts are also on the map edges.
The troops of each side are represented by ‘unit’ counters, each corresponding to one Marine squad (six to 12 men) or a group of insurgents (about six men each). The total strength of USMC forces is about that of a reinforced company. Each squad has a combat factor that is used to resolve firing and assaults. The attachment of a Combined Anti-Armor Team (CAAT) to a squad increases its combat factor in certain cases. When a USMC squad suffers a step loss during combat, the counter is flipped to its reduced side. If it suffers another loss, the unit is removed from the game (i.e., the squad is no longer operational and the wounded are evacuated to the rear). Insurgent units appear in two distinct types: guerrilla units and martyr units, also each with their own combat factors. Guerrilla units fight USMC troops but withdraw rather than be destroyed. Martyr units, instead, have vowed to die where they stand and kill as many enemies as possible. These units are immobile and, within their fortified positions, await the attacks of USMC forces. At all times, insurgent units are eliminated after suffering one step loss.
Insurgent units do not appear directly on the map. Initially, the player deploys “suspect” markers which represent a potential, non-identified danger to USMC troops. Their placement is partially random. Once fired upon or assaulted, these “suspect” markers are activated and their true nature (dummy, guerrilla, martyr, IED, or sniper) is revealed. However, USMC troops can also count on the support and fire power of a pair of M1A2 Abrams tanks. A section of Iraqi soldiers from the Iraqi Intervention Force (IIF) is also available, their mission being the capture of the mosque in Jolan, as the USMC troops do not have the right to enter that zone.
The game lasts a maximum of 16 turns, each representing about 15 minutes of real time. Each turn begins with a variable cycle of USMC support missions. These missions are of three types (reconnaissance by drones – UAV, close air support by helicopter, and aerial bombardment). Each of these missions can only be conducted a certain amount of times per game, and their execution is not automatic. In case of a mission being cancelled or delayed, the insurgents can temporarily take the initiative and act (reinforcements, withdrawal, counter-attack, etc.). Then, a reinforcement phase allows the player to enter extra troops onto the map at the cost of victory points. Each squad then has the opportunity to fire or move. After conducting movement, the player resolves his assaults against insurgent units that are adjacent to his Marines. Before launching an assault, a squad can detach its security element in order to isolate the zone and prevent any retreat by the enemy. There are three types of assaults in the game, depending on the locations occupied by the belligerents: ‘top-down’, ‘bottom-up’, and normal. Each type has their advantages and disadvantages for the attacker and defender. CAAT support can also use their incendiary explosives to eliminate insurgents that are too strongly entrenched. Also, each assault can be accompanied by a random event which will influence its result. The game turn concludes with a re-organization phase during which the USMC capture of zones and the infiltration by insurgent troops is checked.
At the end of the 16 turns, the player determines his victory level. If all of the zones on the map are not controlled by the USMC, the player loses the game. If at the end of any turn the USMC controls every zone, the player wins the game and calculates his victory points to determine the extent of his victory (major, minor, bitter). A full game can be completed in about four hours.
Components:
• 17x22 map
• 88 ½’’ die-cut counters and 140 5/8’’ counters
• 1 player aid
• 1 die
• Rule booklet
- Clear rulebook with good layout and graphic illustrations.
- Clever use of counter design to highlight game states (fired, pinned).
- Visually clean and easy to play due to limited stacking rules.
- Hits a sweet spot between complexity and playability.
- Appealing gameplay length for a tactical game.
- Visually appealing map design.
- Good replayability due to randomized strongpoints.
- Engaging solitaire experience.
- Second Battle of Fallujah, 2004, US Marine forces clearing urban areas of insurgents
- Fallujah, Iraq
Mechanics (from transcript analysis)
- Area Control — Markers are placed to signify US control of map zones.
- Chit Pulling — Chits are pulled from cups or used as markers to denote activity in sectors.
- Counter Turning — Counters are flipped to indicate states like 'fired' or 'pinned' by enemy fire.
- Hidden movement/placement — Elements of hidden placement and suspected enemy presence require activation of zones to reveal enemy forces.
- Limited Stacking — Restrictions on the number of units per location within a zone and per active zone.
- Line of Sight — Line of sight is baked into the map, affecting combat and visibility between zones.
- Randomized Setup/Events — Fortified strongpoints are randomized each playthrough, and optional rules add random events and trouble markers.
- Sequence of Play — A detailed turn sequence includes support, reinforcements, fire combat, movement, assault, and reorganization phases.
- Step Reduction — US units have a step system where firepower can be reduced.
- Variable Player Powers/Support — Players can utilize Abrams tanks, aerial support, and other specialized teams.
Video topics + discussion points
Quotes (from this video)
- This is tactical house-to-house combat fighting some of the most intense Urban fighting that US forces faced since the Vietnam War.
- Clever use of counter design to highlight some things that I think players do a lot as you're playing games it's nice to see it built in.
- It feels like it really hits a sweet spot for a tactical game like this in terms of uh it's not overly simplistic from what I can tell from the rules and looks like yet at the same time you're not going to get bogged down in the rules.
- Really impressed by the design on this one and by the clarity of the rules and just by the vision and execution of what looks like to be a really fun game to play solitaire.
References (from this video)
- Adds variability with insurgent strengths
- Updated rules and multiple scenarios
- Solo-focused experience may not suit groups
- solo wargame with insurgent dynamics
- Second Battle of Fallujah, 2004
- scenario-driven progression
Mechanics (from transcript analysis)
- Area Movement — Move through zones while avoiding threats and completing objectives
- Insurgent rules and civilian effects — New optional rules add variability and risk
- solo-only play — Designed for one player with variable difficulty options
- Zone-based movement and combat — Move through zones while avoiding threats and completing objectives
Video topics + discussion points
Quotes (from this video)
- this is a huge month for new editions
- I'm just including about 30 of them
- 30 great games
- I can't include everything
References (from this video)
- Raiders of the Deep
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Battle Before The Muse River scenario
- one of the most historically infused games that I've ever run across
- just a training scenario to see if I can get used to movement and defensive fire and first fire and all those things maybe some close combat
- I've got Raiders of the deep and Phantom Fury I've got these in boxes right now
- my goal really for this year is to play a lot of games play five new games a month what I'm trying to do with this now is to get some breath to the tea to experience a lot of different games uh and play them but not necessarily go that deep yet
- do you have a gaming te um what and if so what are those things that you feel like you've played a ton of that have gotten you to a lot of depth
- The winner is Kevin a212 congratulations Kevin
- hope to see you at SD histon or maybe perhaps watching the professional wargaming live discussion on Saturday