Operation Focus (Mivtsa Moked מבצע מוקד) was the name given to the Israeli Air Force (IAF) plan of attack for the opening of what became the Six Day War. It began as a surprise attack of a first wave of bombing runs against the Egyptian air force bases and planes. It was a stunning success. By the end of the first day, the IAF had destroyed over 450 enemy aircraft, and had total air superiority on all fronts. From then on, they were able to concentrate on supporting the equally impressive campaign on the ground.
This topic is covered by the first scenario in Elusive Victory. The original scenario is a two player game, but post publication a solitaire version was produced and, after getting to grips with the rules, that is what I used to test out the game.
You have six flights to bomb the target airport runway, planes, and its defenses.
The Egyptians are caught unawares, so their forces cannot do anything until the first bomb attack. In the scenario, that attack is probably the most important one in the game. If you put the airfield out of action, the two flights of ready MiGs will never be able to take off, and so you can concentrate on the ground assets – a nasty collection of light and medium anti-aircraft artillery (AAA), backed up by one Fire Can, a deadlier, directed AAA.
I played the scenario a few times. Once my dice were so hot, there was nothing left of the runway, and plenty of burning Egyptian aircraft and AAA batteries. On one other playing, the initial bombing run wasn’t too good, but the lead flight managed to shoot down all the MiGs that took off, though not without cost. You play this game and you have a renewed and strengthened sense of how brave these IAF pilots had to have been. All the technology in the world is not much help when the air around you is filled with hot flying lead from AAA batteries.
After playing the solitaire scenario, I came to the conclusion that this was one game that I wasn’t going to enjoy playing solitaire. (Apart from anything else, there are no more solitaire scenarios.) There’s just too much of the game atmosphere and enjoyment caught up in arranging hidden defenses, dummy flights, and so on. On the plus side, I had a look at Downtown, a game on the air campaign over Hanoi in the Vietnam War. It uses the same core system, and the changes are so modest I now feel confident of being able to play that game too, if I ever find a live opponent.
The system itself is an impressive feat because it packs a lot of detail in without being overly complex. Once you have run through the game turn sequence a few times, you can play just using the player aid cards. However, there is a lot of paperwork compared to most games. (You need to set up details of each flight, its payload, and so on as well as plot the flight path for the attacking aircraft, and more. You also keep track of damage and losses using written records, in the main.) That doesn’t bother me greatly, but I can see why it may be one reason these games – fine combinations of playability and historicity – do not seem to be as popular as others.
So, off the table it comes for now.