We have interviewed the venerable designer Ty Bomba on numerous occasions over the 10-year life of the blog. In fact, I counted up the interviews and to date we have done 18 total! Wow but the last one we did was in January 2023 and we have just not had him on since. No reason for that other than I have been busy with other games. But recently I saw from War Diary Publications that they were printing one of his What If? style alternative history games called Rommel in Italy, 1943-1944: A Counter-Factual Simulation, which supposes Field Marshal Erwin Rommel had taken command of German forces in Northern Italy rather than being sent to help with the defense of France against the expected Allied invasion. I reached out to Ty and he was more than glad to give me some more information.
If you are interested in Rommel in Italy, 1943-1944: A Counter Factual Simulation, you can pre-order a copy for $30.00 from the War Diary Publications website at the following link: https://wardiarymagazine.com/products/rommel-in-italy-1943-1944-a-counterfactual-simulation

Grant: What is your upcoming game Rommel in Italy about?
Ty: Rommel in Italy, 1943-1944: A Counter-Factual Simulation allows 2 players (or one playing 2-hand solitaire) to investigate the strategic and operational potentials that would have been in place across northern Italy from September 1943 through May 1944 if Hitler had left Field Marshal Erwin Rommel in charge there rather than Kesselring. Rommel advocated for immediately pulling back to a shorter, easier to defend, position at the south edge of the Po Valley rather than trying to fight it out farther south, with both the German’s flanks exposed to possible encirclement via Allied amphibious end runs. In effect, it put the Allies into a strategic position that historically they did not achieve until a year later. The question then becomes can they keep up that kind of advance into and across the Alps.
Grant: Why was this a subject that you wanted to design a game around? What assumptions about history did you take into account?
Ty: Historically, we had 2 of Germany’s best field commanders, Rommel and Kesselring at complete odds with each other over theater-level strategy. Kesselring felt confident the Allies would not achieve a level of operational efficiency that would allow them to effectively exploit the supremacy in the seas along both of Italy’s coasts. History showed that he was correct in that assessment, but Rommel’s transfer to France was not a sure thing. Hitler actually tried to send him back to Italy, to take full charge there, shortly after Rommel had gotten on a plane to fly to France. Radio communications temporarily failed, and by the time Hitler’s communications people got that all sorted out, the dictator had again changed his mind and kept Kesselring in place.
Further, the fact Kesselring was shown to have been correct does not mean Rommel was necessarily wrong – and there’s a fun-to-play wargame inherent in that iron.
Grant: What is important from the overall period and setting to model in the game?
Ty: The opening of the campaign, in September 1943, is filled with opportunity – but also fraught with peril – for both sides. At the start of play, there are only a few German garrison units in the far north of Italy, while the 10 (mostly elite) divisions of their Tenth Army start off-map to the south, where they just received Rommel’s order to run north. There are no Allied units setup on the map at all. They enter on the south edge during the first turn, and both players operate using the sequence below.
5.3 Allied Reinforcement & Replacement Phases
During these phases, the Allied player may bring onto the map newly arriving units and reclaim into play units that had been previously eliminated in combat. This phase is skipped on Turn 1.
5.4 German Reinforcement Phases
During these phases, the German player may bring onto the map newly arriving units and reclaim into play units that had been previously eliminated in combat. This phase is skipped on Turn 1.
5.5 Movement & Combat Sequence Determination Phases
In each of these phases, excluding that of Turn 1, the Allied player openly declares whether that turn’s movement phase or combat phase will be taken first. On Turn 1 the sequence is always the movement phase followed by the combat phase.
5.6 Alternating Actions Movement or Combat Phases
Always starting with the Allied player, the two players alternate either launching one attack or moving one unit, depending on whether the present phase is movement or combat. Individual attacks may have more than one attacking unit in them, but moves are always made one unit at a time. The unit(s) committed to those “actions” are, upon their completion, flipped over to show their disrupted sides. If a player does not actually want to make an attack or a move when it is his time to do so, he must flip one unit to its disrupted side, just as if it had moved or launched an attack: no “passing” is allowed.
5.7 Movement or Combat Recovery Phases
A movement or combat phase continues as described above until both players are out of undisrupted units or both agree they want to end the phase. If one player runs out of undisrupted units before the other, the player with remaining undisrupted units may go ahead and complete whatever actions he wants to perform with them within normal strictures, but now uninterrupted by having to pause to allow the opposing player to take an action. When a combat or movement phase is ended, both players should cooperatively turn over all disrupted units on the map so their undisrupted sides are and showing.
5.8 German Supply Check Phases
In each of these phases, both players should cooperatively look over the map to find if there are any German units out of supply. Each such unit is immediately removed to the dead pile.
5.9 Allied Supply Check Phases
In each of these phases, both players should cooperatively look over the map to find if there are any Allied units out of supply. Each such unit is immediately removed to the dead pile.
5.10 Ending & Starting Turns
Each time a Allied Supply Check Phase has been completed, advance the Turn marker one box on the Turn Track printed on the mapsheet and start a new turn with Phase I.
On the first turn, the Allied player has a relatively open front before him. If he can exploit that to get into the Po Valley quickly, he will move the strategic timetable significantly forward of the historic one. However, as he’s moving onto the map, so too it German Tenth Army. Depending on how bold both players are, it is not unusual to see pockets form inside other pockets.

Grant: How has this design changed since its original publication in 2021 in Banzai Magazine under the title Rommel’s Last Stand: Italy 1943-44, What If?
Ty: The new publisher has fixed the (scant) errata from the first (bilingual) Japanese edition from Banzai Magazine. They have also taken all the Japanese off the map and out of the rules, presenting everything fully in English. Other than the removal of those irritants, it is the same game.
Grant: What is the scale and force structure of units used for this design?
Ty: Each hex on the map equals 5 miles (8 km) from side to opposite side. Each full turn represents 2 weeks to 2 months, depending on the time of year. Every ground unit represents a regiment, brigade or division of about 2,500 to 12,000 men and/or 50 to 350 armored fighting vehicles.
Grant: How many maps are used in the game?
Ty: There is 1 large-hex based 34×22” map showing Italy north of the line of the Arno River to Ancona.
Grant: What is the anatomy of the counters?
Ty: The units are standard-classical in their data presentations, except their movement factors are not printed on them. All Allied units have (supplied) MF’s of 16 throughout the game, while the German MF’s are as follows.
German Mechanized Units Turns 1-6 – 16 MF’s
German Non-Mechanized Units Turns 1-6 – 8 MF’s
German Mechanized Units On Turns 7-10 – 12 MF’s
German Non-Mechanized Units On Turns 7-10 – 6 MF’s

Grant: What sources did you consult for the Order of Battle?

Ty: The Armies of Rommel by George Forty was an excellent source for the subtleties in the initial German Order of Battle. Beyond that, I pulled the roughly half-dozen historical Italian campaign games off my shelves and pulled information out of them. This is one of the most thoroughly simulated campaigns in the hobby, going all the way back to Avalon Hill’s Anzio, so I was not looking to find any heretofore undiscovered anomalies in either sides’ OB. The uniqueness in this game’s treatment of it comes from the changed strategic context combined with the tension inherent in the turn sequence, which requires both players to remain alert for sudden danger or fortuitous opportunities all throughout its play
Grant: How does combat work?
Ty: Combat is always voluntary and, when viewed on a battle-by-battle basis, is standard/classical odds ratio using a six-sided die.
Grant: What are the victory conditions?
Ty: Operating in conjunction with the alternating-actions turn sequence, the victory conditions are a further element I used to keep both players on the edges of their seats at all times. See below.
4.1 In General. The Allied player is on the offensive, trying to win by advancing fast enough to cause a major disruption to the historic timeline.
4.2 Allied Victory During 1943 Turns. If Phase 9 of Turn 1 or 2 or 3 or 4 ends with Venice or Milan or Trieste, or any one or more of the four German supply source hexes, occupied by an Allied unit or stack, that game ends at that time in an Allied victory.
4.3 Allied Victory During 1944 Turns. If Phase 9 of Turn 5 or 6 or 7 or 8 or 9 or 10 ends with any one or more of the four German supply source hexes occupied by an Allied unit or stack, that game ends at that time in an Allied victory.
4.4 German 1943 Sudden Death Victory. If any movement or combat phase of a 1943 turn ends with the German player having gained control of the containing the Allied Amphibious Invasion Beachhead marker, the games ends in a German victory at that time.
4.5 German 1944 Sudden Death Victory. If any movement or combat phase of a 1944 turn ends with one or more German units in any hex(es) on the south map edge, that game ends in a German victory at that time.
4.6 German End-Game Victory. If Phase 9 of Turn 10 ends without the Allied player having achieved a victory, the game ends at that time in a German victory.

Grant: What are you most pleased with about the design?
Ty: As I mentioned above, the Italian campaign has been one of our hobby’s most thoroughly plowed fields for decades. Despite that, I believe I have offered a new experience with it here. Players will get a new slant on it, one that operates within the broad parameters of the war’s historic decision-making, but that is also tense and entertaining for both commanders.
I also hope its appearance in an easily available all-English edition may lead this and other publishers to look into acquiring the rights to other of my designs that have so far appeared only in East Asia (where I am affectionately known as the “White Dragon Game Designer”). I have done several games that have been well-received there, but are barely known here in the West.
Grant: I know you are a busy man with game design projects as well as editing for various wargame magazines but what other games are you currently working on?
Ty: I am presently working on this alternative history design, which is scheduled to appear in World at War No. 130, called Stalin’s Missed Opportunity: What If He Invaded Romania in May 1940?.

If you are interested in Rommel in Italy, 1943-1944: A Counter Factual Simulation, you can pre-order a copy for $30.00 from the War Diary Publications website at the following link: https://wardiarymagazine.com/products/rommel-in-italy-1943-1944-a-counterfactual-simulation
-Grant
