Several 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, Operation Biting and Today Another Battle that have done very well. Recently, a new game appeared on Kickstarter from Matt called Saving Angels WWII Solitaire Wargame Print and Play, which is a wargame based on the American and guerrilla raid of the Japanese held Los Baños prison camp in World War II. We reached out to Matt and he was more than willing to share on the project.
If you are interested in Saving Angels WWII Solitaire Wargame Print and Play, you can back the project on the Kickstarter website at the following link: https://www.kickstarter.com/projects/1564988876/saving-angels-ww2-solitaire-wargame?
Grant: What is your new project on Kickstarter?

Matt: My new Solitaire game is called Saving Angels and it covers the bold US Airborne and allies, raid of the Japanese held Los Baños prison camp during WWII.
Grant: What was your inspiration for the name? What do you want it to convey about the design?
Matt: I came across the history of this subject, whilst researching the Operation Biting game (which is also an Airborne raid, only British) and the name refers to the US 11th Airborne Division, as they were described by the prisoners, who they rescued.
The main element of the design is that you command the paratroopers and guerrillas on this daring rescue mission. With most wargames, the mission is often defeat the enemy or hold a point, etc., but with this design the rescuing of the prisoners is your objective.
Grant: What about this historical event made you want to create this game?
Matt: The main inspiration really was the story, but from the prisoners point of view. They had been treated terribly, for the most part, from their captors. The prisoners were from all walks of life, civilians rather than soldiers who had been captured. I felt it was important to cover this story from WWII, which has not really been covered before.
Grant: What research did you do on the subject?
Matt: I read a lot of history subject books so naturally I read as much as I could on the subject. There are also a few really good videos on YouTube that are also well worth watching.
Grant: Is this the start of a new series of games?
Matt: This is my third game in my Raid Series – the other games covering the British paratroopers, with this one being the first game in that series featuring US forces and where the main objective is the rescue.
Grant: What games have inspired your design?
Matt: To be honest, the biggest inspiration really is the history side rather than other wargames. I think also the first two games in the series was a natural source.
Grant: I know the design is a Print and Play offering. Why do you feel this model is best suited for your designs?
Matt: I like making print and play games as it forces you, as the designer, to make every component count and making the most of the physical space on a sheet of paper. I find that challenge one of the most interesting parts of the creative process.

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.
Matt: Here are several different pieces from the game.


Grant: How do you create your art? What is the process and what graphics tools do you use?
Matt: I use a variety of tools such as Sketchbook and Photoshop. I pretty much draw in a traditional method, just using a Wacom pen and laptop.

Grant: What difficult decisions do players have to make in the game?
Matt: The player must try and maximize their units to the best of the counter’s abilities. Each unit will have strengths and weaknesses so coordinating your units is crucial for success.
Grant: What dangers and threats meet the players with their airborne and amphibious landings?
Matt: As the player pushes towards the prison they may encounter Japanese enemy threat but also the risks associated with such landings.
Grant: What objectives does the player have to accomplish?
Matt: The player’s goal is to get to the camp, free the prisoners and then escort them back to the pick-up zone to make good their escape. This was a daring mission as the Japanese defended the area and the player will have to fend off Japanese reinforcements as the player makes good on their escape.
Grant: What is the purpose of the 2 different maps?
Matt: The game comes complete with 2 maps. The first map is for the approach to the Prison Camp and features both Airborne and amphibious landings. The second map is the Prison Camp itself where the player must locate and rescue the prisoners before escaping back across the first map.


Grant: How do players control these units and give commands?
Matt: During the game’s turn the player controls movement of their Units whilst the game’s AI will control the enemy Japanese.
Grant: What is the goal of the game? How is victory obtained?
Matt: Get to the camp, rescue the prisoners and escape, whilst fending off the Japanese enemy. It will take co-ordination of the player’s units, using them to the best of their abilities and a bit of luck!

Grant: What are you most pleased about with the design?
Matt: I really wanted to create the strong narrative experience, that’s quite tense, of having multiple objectives (with rescuing all the prisoners) whilst dealing with an unrelenting enemy.
Grant: What kind of an experience does the game create?
Matt: For me, the game creates the idea that sometimes you have to be bold, push your luck and try and achieve success by utilizing the resources you have to the best of their abilities.
Grant: What other designs are you currently working on?
Matt: I have a plate of other games I am working on, mostly WWII! I’d like to cover more of these historical daring raids whether they are land, sea or air.
Thanks to Matt for his time in answering our questions and for his great little print and play games. I love it when one of these new games is brought to light as I get to oodle over the art and see what new things he has created!
If you are interested in Saving Angels WWII Solitaire Wargame Print and Play, you can back the project on the Kickstarter website at the following link: https://www.kickstarter.com/projects/1564988876/saving-angels-ww2-solitaire-wargame?
-Grant