A few years ago, we posted an interview with Matt White, who is a very talented graphic artist and budding game designer, that focused on his artistic talents and love of tanks. He has since designed several very interesting small scale wargames, with his most recent series being a World War II tactical wargame series for 1-2 players pitting the British Airborne versus the German Wehrmacht called Until the Bitter End. He then designed the next entry in that series called Until the Bitter End – US Airborne followed by Until the Bitter End – Tanks. He has also done a few others including Would Be Aces and now has his most recent offering called Operation Biting on Kickstarter. We reached out to Matt and he was willing to respond to our questions.
If you are interested in Operation Biting Print ‘n Play, you can back the project on the Kickstarter game page at the following link: https://www.kickstarter.com/projects/1564988876/operation-biting

Grant: What is your new project Operation Biting?
Matt: This is a game about the Bruneval Raid during WWII, where British Airborne troops carried out a daring raid on the snowy cliff tops of France, looking out to the English Channel, to steal some new top secret German radar equipment.
Grant: What about this historical event inspired you to create this game?
Matt: I always loved the story, it embodied the spirit, I think, of those commando style raids that demonstrate such daring and bravery. I just felt it was a great subject for my next game and hope to be able to do the story justice.
Grant: What research did you do on the subject?

Matt: I am a very keen reader of history books and so read everything I could on the subject. It really came about after reading Max Hasting’s book on the subject called Operation Biting, and then by co-incidence I read Saul David’s book on the British Airborne and both of those cemented the design in my head.
Grant: Is this but the start of a new series of games? What future volumes might be included?
Matt: I am keen to work on designs of numerous commando style raids of WWII – and thankfully there are plenty to choose from! But I won’t spoil any other projects at this point as I am just not sure which one I would like to tackle next.
Grant: I know the design is a Print ‘n Play offering. Why do you feel this model is best suited for your design?
Matt: I like Print ’n Play as it offers people the game at a very low cost – its just a few sheets of paper required to print the game out and make the counters. This format really gets the design to many people that otherwise wouldn’t invest the money. I am always looking at offering a printed game in the future though – stay tuned.
Grant: I know you are not only the designer but you do the art as well. Please show us a few examples of your great art. What is your inspiration for your unique art style?
Matt: Drawing and painting has always been a very personal endeavour – its a huge amount of work, but I feel a deeper connection to the subject, once I have drawn it. It gives me insights into the participants, their motivations and helps me to flesh out the design. I just can’t imagine designing a game without that connection.

Grant: How do you create your art? What is the process and what graphics tools do you use?
Matt: I paint in very traditional methods but I use a tablet and computer, really because I am always drawing and painting and this tool is very convenient and allows me to work anywhere and while doing lots of different things.

Grant: What difficult decisions do players have to make in the game?
Matt: The player has to juggle several elements in the game – they have to not only get to their objectives, they also have to fight a fall back escape once their objectives are accomplished. To be successful, they have to use each of their squads to their strengths and try and hinder the German defenders.
Grant: What simultaneous objectives does the player have to accomplish?
Matt: The player has to retrieve radar parts from the radar installation, grab some German prisoners, get to the beach and make good their escape, preferably while not leaving anyone behind! This requires planning, a bit of daring and some risk taking.
Grant: How do players go about assigning members to their squads?
Matt: For each of their five squads the player must assign values for the three attributes including Attack, Defence and Morale and during the game all those three attributes will be severely tested. Each is important for a different aspect of the game and part of the challenge is making these decisions at the outset and seeing how they help or hinder the squad.

Grant: What type of resistance is arrayed against the player?
Matt: During the game the player will face defensive German forces already in position. In addition, additional German counters will enter the board, pursuing the player and causing havoc. This is not an easy mission and the Germans are determined to stop the British from succeeding. Lady luck plays a part, as with any military operation but your decisions and tactics are crucial, especially in how you maximise your squads and hold back the German forces.
Grant: What is the layout of the board?
Matt: The map is made up of Zones, with Zones leading to the Villa, (where the radar parts can be acquired) and then to the Beach Exit. There are multiple routes that the player can use but also multiple points where additional German units can enter.

Grant: What is the Forming Up Zone?
Matt: As the player you have to decide where to deploy your Airborne Squads – both the Forming Up Zone and the start of the Bruneval Coastal Defence Road.

Grant: What is the anatomy of the counters?
Matt: I deliberately wanted the counters to be as uncluttered and simple as possible – however, each of the player’s Airborne Squads are lettered and then separately the player will record that Airborne Squad’s attributes.

Grant: What are the different attributes? How do players assign attribute values?
Matt: Each of the player’s Airborne Squads has three attributes – Attack, Defence and Morale. Before starting the game the player uses a player’s aid to record these attributes. The value for each one must be between 1 and 3 but with no attributes having the same value. The player has some tough decisions to make as each of their squads will have strengths and weaknesses.
Grant: What is the general Sequence of Play?
Matt: The game is played in a number of Turns. In each Turn, you will progress through a series of phases. However, depending on the criteria you may not play all these phases.
Player Attacking Phase
Enemy Action Phase
Villa Phase
Player Move Phase
Beach Exit Phase
The Villa and Beach Exit phases only come into play when you have any of the British Airborne Squads there – for example, when trying to steal the Radar Parts whilst in combat with the enemy, or trying to leave the beach via the Beach Exit.
Grant: How does combat work?
Matt: The player must roll 2 dice for the enemy and record that number. That is the number that the player’s Airborne Squad must now beat using their number of dice for their Attack attribute, but to help the player they have a limited number of re-rolls that they can choose to use.
Grant: How are Bravery Points used?
Matt: The player has a pool of Bravery Points that they can use to re-roll certain die rolls. It helps give the player a fighting chance. This is an important commodity and must be used sparingly and only in desperate situations!
Grant: How is victory achieved?
Matt: To achieve victory the player must steal the radar parts, grab some prisoners and escape from the beach! This is the final part of the game where, hopefully, all your plans come together. At the Beach Defences there are multiple defended German positions. Not only do you have to contend with this but also the multitude of advancing German squads to reinforces those defences.
When you make your way to the exit you send off a flare to signal to the Navy to come and retrieve your squads (along with the all important radar parts) and this is the most tense part of the game. While you wait you will have to fight a rear guard action against the advancing German forces, whilst patiently awaiting your rescue!

Grant: What are you most pleased about with the design?
Matt: The design process where everything fell into place – I had a distinct vision for the game, which really came to life with the mechanics especially the three attributes of each squad and having to make those difficult decisions.
Grant: What kind of an experience does the game create?
Matt: The game really focuses on using your squads to achieve your objectives, plus there is a tense agonizing wait at the end of the game as your squads have to wait to be rescued off the beach by the Royal Navy. Its a game about dealing with the unknowns, a lot of luck and a dose of good fortune!
Grant: What other designs are you currently working on?
Matt: I am also working on the next Until the Bitter End tank game – lets say for now, it involves drawing a lot of tanks in the snow!
Grant: What is the price of the Print n’ Play? When do you think it will be ready for fulfillment?
Matt: The game is £7 and Kickstarter will convert to your own currency. The game will be finished and ship in October!

If you are interested in Operation Biting Print ‘n Play, you can back the project on the Kickstarter game page at the following link: https://www.kickstarter.com/projects/1564988876/operation-biting
-Grant