Ortona

The Advance through Italy,
Dec. 1943

by Jim Di Crocco III



Players 2
Playing Time 2 to 3 hours
Period WW2 Italian Campaign
Scale Tactical Turn 1 day
Map 170 meters per hex
Unit Company size and HQ units

Components

1 ziploc bag or cardboard box
1 8 page rules booklet
255 mostly back-printed die-cut counters in 8 colors
1 22" x 28" two-color map covering the approaches to Ortona, Italy

Counter Manifest

80 gray German units
1 gray German informational counter
28 light blue German Paratroopers
4 light blue blanks
67 red Canadian units
2 red Canadian informational counters
1 red turn marker
2 red blanks
12 white informational counters
10 maroon informational counters
24 yellow informational counters
10 green informational counters
15 orange informational counters

SimCan says:

“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. 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.”

The Reviewer says:

“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. 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 nail-biter. While the Italian Campaign has had its share of game designs, this one is unique in focusing on the British drive in the east, rather than the Americans in the west. Even better, it gives us something genuinely rare: the Canadian Army. There is something irresistible, for this gamer at least, in pushing the units of Princess Patricia’s [Canadian] Light Infantry and the West Nova Scotia Regiment around the map. Play proceeds smoothly, both players are involved, and best of all, it feels like Italy.” --Rob Citino in ConsimWorld.

Comments

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.

Collectors Notes

This one appears now and then on eBay and is, like many in the SimCan line, relatively inexpensive. Boone lists low, high and average prices of 4/15/8.40 at auction and 12/20/16.00 for sale.

Errata

None in SimCan’s Newsletter.

Steve Newberg says:

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.


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