Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
*
those units listed in the Scenario #4 Order of Battle the armor must suffer losses.
1X.E. and F. D o new Allied and German units and the landfronte, minor fort, and fortified areas 3. On the Weather Effects Chart, the effects of
enter the board in a supplied state even if a source of from the scenario diagram. Also, "As per Starting ST-I and ST-2 and OV-2 should be reversed.
supply is not within 8 hexes of their hex of entry? Set-up" should be inserted over the 30th Flak Regi-
A. No. ment units.
XI1.B. Under the chart labeled "Bridge Demoli-
Scenario Five: Normandy Beachhead
tion Table", the third sentence in the legend should
read as follows: "3. If Allied combat unit occupies CLARIFICATION: For both this scenario and
the Campaign Game set-up, units that should be
SERIES 200
one of bridge hexes subtract '2' from die roll."
positioned on the red-starred hexes are identified on
CRESCENDO OF DOOM
UNIT CLASSIFICATION CHART the Scenario #4 set-up map. SCENARIOS
1. HEADQUARTERS UNITS: All Allied air- CAMPAIGN GAME AND SCENARIO # FIVE SERIES 200 is a pad of ten new scenarios for
borne unit HQ's are non-motorized. All armored, SETUP CRESCENDO O F DOOM printed on the same
panzer, and panzer grenadier HQ's are tracked. All 627 Ost: Arrives with the 77 Infantry Division index stock and in thesamestyle used for SQUAD
other HQ's are motorized. June 8 at Redon. LEADER and its gamettes. These scenarios were
designed by COI & COD developer Courtney
Allen and playtested by several of the SL playtest
groups who play so important a role in the con-
SPECIAL GERMAN UNIT ENTRY tinuing development of the game system.
265 DIVISION 275 DIVISION 353 DIVISON 266 DIVISION 319 DIVISION For those disdaining the "design your own"
HQ/supply-2 HQ/supply-2 HQ/supply-1 HQ/supply-1 HQ/supply-2 approach, here is your chance to experience more
1/894-2 1/983-5 1/914-3 1/897-2 1/582-2
11/983-5 11/941-3 11/897-2 11/582-2 CODscenarios which have been tested for balance
11/894-2
1/895-5 1/984-2 1/942-3 111/897-2 111/582-2 andconstitute topquality playingaids. Hereis the
11/895-5 II/984-2 11/942-3 1/8994 1/5834 chance to employ more of those special armor
I/8%-5 I/985-5 1/943-2 11/899-4 11/585-4 units provided with CODwhich don't seeaction in
11/8%-5 11/985-5 11/943-2 111/899-4 III/583-4 any of the gamette's scenarios.
ENG-2 FUS-2 FUS-I ENG-2 1/584--4 The ten ~cenarioscomprising SERIES 2W are
PAK-2 ENG-2 ENG-I PAK-2 11/5844 titled as follows: UNDER COVER O F
1/265-2 PAK-2 PZJG--I 1/266-4 111/5844 DARKNESS (1939), BITTER DEFENSE AT
11/265-5 1/275-2 1353-1 11/266-4 16-4 OTTA (1940). SACRIFICEOFPOLISH ARMOR
111/265-5 11/275-5 1/353-3 111/266-4 ENG4
450SDR/-2 (1939). CHANCE D'une AFFAIRE (1940). LAST
285/OST-2 II1/275-5 11/353-5 629/OST-4
634/OST-5 1/275-2 111/353-5 602/OST-4 Schnell-2 DEFENSE LINE (1940). FIGHTING AT
2/275-4 IV/353-5 1/394 WORLD'S EDGE (1940), THE FRENCH
3/275-4 FE-5 111/319-4 PERIMETER (1940). ROAD TO KOZANI PASS
FE-4 643/OST-5 (1941). THE AKROIRI PENINSULA DEFENSE
798/OST-5 213-5 (1941). COMMANDO RAID AT DIEPPE (1942).
800/OST-5 11/319-4 SERIES 2W is available by mail from Avalon
11/319-4 Hill for $4.00plus usual postagecharges. Maryland
823/OST-5
residents please add 5% state sales tax.
L
Now that I know where the rules are,
What do I do with them?
.
. . A BIG, BIG game about a big, big battle! The myriad of counters provides the most units for the Allies. A dozen functional counters
Available from Avalon Hill for just $65.00 (AH ad novel portion of the hardware. The familiar are included to keep the game flowing smoothly.
COPY). counter symbology from the days of the classics is When you consider that almost all of the counters
In times of inflation and penny-pinching gone. In its place is a close derivation of the actual are also back printed, there are over 4500 separate
personal finances, everyone seems to be intent on German WWII system. The new symbols sharply counter faces in over 100 different types and
getting the most value for a dollar. Why should I delineate unit function designations. (Refer to categories-no small amount.
cough up $65 for a game? After all, didn't I get Figures 1and 2 for an example.) There are over 60 The counters are also functionally arranged so
TACTICS I1 a few years ago for less than the 10% individual types of combat units; most of these are that their information content reflects the practical
postage charge will be? I can get a good steak for either battalion or battery size within three main need for such information. The numerical data for
four dollars a pound and a fairly good car for less movement classifications of non-motorized, attack, defense, and movement factors, stacking
than that. Why should I pay eight dollars per motorized, and tracked and are further divided factor, and range for indirect weapons is presented
pound for THE LONGEST DA Y? into three functional classes of infantry, artillery, in larger type than that presented for historical in-
If you wish to look at mere components THE and armor. Headquarters units are typically divi- formation. It may take a small amount of time to
LONGEST DAY delivers over 2500 counters, sion or corps level with a few brigadehegimental become used to a new system, but it's well worth
seven mapboards, three large and one small set-up HQs thrown in. These counters are round-as are the effort.
charts, four CRT/TEC/etc. charts, a 48-page rule the supply unit counters-for easy distinction The mounted mapboards cover the entire
book, and a six-sided random number generator. from the other types during play. There are five Normandy campaign area from Cherbourg to
All this does, however, is create a big heap of card- different types of fortification counters available Cabourg, Avrances to Argentan at a scale of two
board and paper. to the German and eight types of air and naval km/hex. A total grid of about 80 by 75 hexes (ap-
proximately 115 by 95 miles) gives some idea of the attack strength bibliography used in the design, and two pages of
size symbol (battalion)
immensity of the campaign. The terrain type symbol (armor) defense strength
Game Design Annotation which cross-references
represented includes clear ground, bocage, hill, the rules and comments to the appropriate
movement allowance bibliographical reference. Thus, if a small annota-
forest, swamp, flooded, and river with the
appropriate movement and combat effects for stack~ngvalue # AFV in unit (40) tion number is spotted in the rules or comments, a
each. Movement is affected by the terrain and the range
type
(min
of7gun
m
x$F
a* quick look will provide the designer's rational
road and rail net which covers the board. Roads #guns in unit (2) and/or the reference@)used. In a time of critique of
come in three types and the rivers are bridged. (203mm rad) designers/developers for their game conclusions,
Other miscellaneous "goodies" on the map are type symbol size symbol here is an easy road for the player or reviewer to
beachhead and port designators and the symbol (rad artillewl (battery) check sources and draw conclusions as to the merit
for each unit that begins the Normandy Scenario Figure 1. of design and development decisions made based on
and the Campaign Game on the board. The fact.
it-quite a feat considering the number of counters
Cherbourg area units are shown on the ap- So what d o you get for your money? I think a
available.
propriate set-up chart. These counter pictures are The four smaller (9 X 12) cards included oro- lot. A lot if you just count the research and develop-
quite unobtrusive-so much so that at times one vide each player with a copy df the Terrain ~ f f e c t s ment and information, a lot if you just count the
must search a bit for a particular location. A Chart, Fortifications Chart, Combat Results physical components, but a real deal if you count
minor correction is that the names of MKB Nich Table, Combined Arms Modifier Chart, Remnant the fact that you have a playable game in the end.
and Pair are swapped. In addition to all the other Exchange Chart, DD Calamity Table, and
terrain presented, there are over 2000 individual Debarkation Capacities Chart plus a summary of THE GAME
named cities, towns, and villages. While the names all possible Air Operations and a Standard Yes, the game is playable. A monster game can
are not generally applicable to play, the amount of Sequence of Play. As these charts are strictly for in- be a monster because of the complexity (per
research in the game is reflected by this fine touch. formation, they will contain no counters during SQUAD LEADER) or size (as is THE LONGEST
One area in which THE LONGESTDA Y really play. DAY). (We hereby ignore the combination of the
impresses the buyer is in the charts. There are a Last, but certainly not least, is the rule book. two as just not practical nor playable.) In either in-
total of ten front and back sections of 14" x 11 " Perhaps the major fear engendered so far is that the stance, it is capable of becoming a great game. It
heavy stock with a true wealth of information. player will be inundated with the detail of informa- may also be noted here that we speak of the Cam-
One side of each of the three-section charts is totally tion contained in the game. Not so! This game is paign Game with its full use of all counters and 87
devoted to one of the first three scenarios. These definitely a "friendly monster" and its information possible (but not probable) turns. The scenarios
are complete with units, strengths, reinforcements, is not for the purpose of burying the player, but to themselves are not monsters, encompassing three to
and a full scale map of starting positions. Scenario allow him to use it to actually simplify play. T o wit, seven turns and 150 to 500 counters (the sole excep-
Four is on a single-sized card (front and back) the rule book only contains eight pages of basic and tion: the setup time for the Normandy Scenario
which is also used to set up the Cherbourg area for scenario rules, four pages of Campaign Game rules, which is the same as the Campaign Game and takes
the Campaign Game. The reverse side of the three and five of optional rules and variants. Two pages about one and a half hours). All this means that you
cards contains information and off-board move- are devoted to the scenario setup and another six are can spend a day with a scenario or a couple of
ment tracks necessary to play the Campaign detailed information and examples. At this point, months with the Campaign Game and still get the
Game. One card contains the time track, weather the wise reader has added in one page for the front flavor of the game and be involved in the beauty of
cycles, port logistics, naval gunfire and picture and wants to know why we are up to only a the whole system.
bombardment tables, Allied aircraft deployment 26-page count. The remaining sections of the To provide some order to the rest of this article
and utilization, railroad interdiction and status, rulebook serve to give the thoughtful player insights and some basis for those who own the game to
and the Allied invasion units and their destina- into the research, design, development, and follow along, the comments on the form and effects
tions. The other two cards are each devoted to playtest of the game-with two pages of Player's of the rules will be presented as they are in the Rules
Allied and German unit entry, strategic disposi- Notes from playtesters, eight pages of Designer's of Play (i.e.: by scenario). Comments on the play of
tion, replacements, and supply entry. Since each Commentary and Notes covering the entire scope o f the scenarios will be held until that section would
counter is pictured in its individual location, the the game with unit and equipment charts normally be reached in the rule book. It is hoped
use of the four cards and the mapboard counter interspersed for some German divisions, a five- that this will provide a better overview of the game.
start locations would allow the buyer to quickly page index to the rules, five (!) pages of annotated
determine if any counter was lost, and to replace
t
UNIT SYMBOL CHART
SIZE
is indicated by
type of 'flag'
in unit symbol:
company
dl
battery
battalion regiment
I"
brigade/
group division corps
TYPE
indicated by
symbol
tion oforsymbols
combina-
added below
&
infantry &
parachute &
glider L
pioniere z
armored
engineers
recon l &
security railroad
engineer
&
panzer
grenadier
size-flag.
TA
coastal defense
& & f , C f
armored assault
gun
self-prop
gun
howitzer anti-tank B i i i
flak gun nebel-
werfer
mortar
d' L + t ! A TA
BAS'C
WEAPON 0 0
SYM BOLS machine-
gun
mortar armored
car
half-track rocket
launcher
mortar howitzer gun Flak nebel-
werfer
coast fixed
arty battery
MODES L ,t
foot, horse-drawn
6 ;,$
bicycle motorized
E;
half-track
.$A & full-tracked rail move stationary
SCENARIO #1: MORTAIN about 4-1 (unmodified) odds and a real attacker even fire in both phases of a single player turn.
This scenario introduces the basic sequence of advantage only at 6-1 or above. Attacks at less Artillery is further differentiated as divisional
play, which is simply separate player segments with than 1-2 are essentially not allowed but are un- units and independent corps units. Ranged units
movement, opposing player mechanized move- necessary since even ZOCs do not force combat. can only fire at enemy units which are adjacent to
ment, and combat. These are repeated for the other Casualties are meted out in the form of step losses non-disrupted friendly units. As a further sugges-
player to constitute a distinct game turn. One of the and retreats; advances are awarded to highly suc- tion for realism, it may be suggested that any
major features of TLD is the enemy mechanized cessful units. Each unit's counter can contain from friendly unit may be used to spot for a corps
movement phase in which the opposing player may one to three steps, based on type. Step two is back artillery unit, but only units within a particular
press uncommitted tracked units to the defense of a printed and the final step is a remnant counter with division be allowed to spot for their own divisional
particular hex. Lest this seem too powerful, this ad- no attack factor. Losses can encompass the loss of artillery. Support fire is used in conjunction with
dition to defense strength is made without exact a single step per hex, the loss of one or two steps an attack by regular combat units. It is added
knowledge of attack plans and, perforce, means per unit, or total elimination. Advance and retreat directly to the attacking factors, but is not affected
that some armor must have been kept in reserve in is from one to three hexes, with elimination on by intervening rivers.
the first place (a difficult thing to do if the defender retreat or halt on advance if the TEC will not allow Defensive fire is an outstanding bonus in the
has a paucity of counters anyway). All in all, this is a particular type of movement. A loss is not always game. Not only is it used during the enemy portion
worth the comments and considerations presented accompanied by a retreat nor vice versa. Each of a turn, but also may be directed against
later. player retreats his own units. All in all, this is an individual units rather than whole hexes. Thus, an
Movement is fairly standard game fare per the attritional system since it takes 8-1 odds to have an attacking unit with a high attack factor but a low
TEC. The real change from the norm is that only unmodified chance at elimination. What this defense number is a perfect target for defensive
units which have enough points may move, instead means for the players is that a large advantage in fire. Anytime a defender has unused artillery units,
of the usual ability to move one hex no matter the both numbers and units are required to conduct an an attacker cannot be truly confident of his plan-
situation. A ZOC (see below) also stops movement, extended offensive. A steady push is quite a bit ned combat. Still another advantage of ranged
but a unit can move from one ZOC to another. easier to achieve than a quick thrust through a artillery fire is that it does not suffer losses,
Mechanized movement (as mentioned above) is strong line. therefore a 1-2 defensive fire searching for the
conducted during your opponent's portion of the magic '6' on the die is a perfectly acceptable shot.
turn but can only be used by tracked units which are SCENARIO 2: THE FALAISE POCKET Ranged artillery units are inverted to display
not adjacent to a n enemy unit or disrupted (see This scenario adds replacement, reset, and the "FIRED" side of the counter after fire and are
Scenario 2). Road and bridge movement are handled defensive fire phases to the turn sequence, involving reset on the appropriate reset phase. It is the ex-
normally (per the TEC). Strategic road movement, ever more difficulties and opportunities for each perience of this author that if defensive fire is con-
however, doubles the effective movement points to player. Replacements are added at the start of the ducted in some orderly fashion (east-west; north-
units which make their entire move on a road and phasing player's turn. Defensive fire is conducted south, etc.) that it is an advantage to do re-
do not come adjacent to an enemy unit. Note that a by the non-phasing player. Defensive fire is con- inversion during the defensive fire phase so that
combination of strategic and mechanized road ducted by the non-phasing player after his defensive factors may be easily seen.
moves could conceivably allow a unit to go 128 mechanized movement phase. The reset phase Also note that some of the nastiest units in the
hexes during one day. In practice, this equivalent of finishes a player turn and re-inverts the non- game are the tracked artillery, which may move to
a Sunday drive from Cherbourg to Caen is not phasing player's artillery units and removes the a new location, then fire at a possible attacker
probable, but it does serve to illustrate the speed phasing player's disrupted counters. before the attacker's combat is resolved. These
with which units can be transported when One of the major additions to combat effec- units should be held in reserve at all costs.
necessary; an illustration which is brought to focus tiveness in this scenario is the artillery capability. Each military organization works (?) by chain
when one must expend all of MPs just to move a Artillery units come ranged and non-ranged, and of command. Since TLD is really a divisional
motorized unit across a river into bocage country. may be used offensively or defensively within a game, the important HQ units are divisional. Per
This will be presented even more succinctly during pair of player turns; non-ranged weapons may the supply rules below, divisional units will wish to
the play of the game when planning unit positions
and moves for three to four turns in advance is Figure 3.
necessary. The importance of the road net can be
seen when you realize that a foot unit can move
faster through river and bocage country than a
motorized unit can.
Stacking is based o n one point per
company/battery up to a maximum of six points
per hex. The effect thus produced is, for infantry,
typically a three hex front per division with two
battalions per hex and one reserve battalion behind
each hex. In a typical all-out attack, the attacker
will marshal one infantry battalion, one tank
batallion (usually only two points), and an artillery
battery to maximize attack factors and C.A.M.
advantage (see below, Scenario 3) in a given hex.
Valuable units which have no stacking costs in-
clude fortifications, aircraft, train, and replace-
ment counters.
Zone of Control is ubiquitous to modern era
strategic games but THE LONGEST DAY is
almost an exception. Only units on hills and in
certain types of fortifications (and then only for
certain facings) possess ZOC. What this produces
is a very fluid game in which high ground takes on
its true dimension and the maintenance of a con-
tinuous front line is imperative. In particular, an
open road is a dagger in your heart-if on defense.
As will be seen later, penetration is difficult to
achieve; but, it is also difficult to stop once
started.
The purpose of war is combat and most garners
are not really content until they get the dice in their
hands. Basic combat in TLD is optional between
adjacent units with the attack factors totalled
against all the defense factors in a single hex,
modified by the TEC and C.A.M. and resolved by
a single die roll on the CRT. The CRT is a basic
odds ratio CRT which gives neutral results at
stick near to their HQ; independent arty units will tage to the supply rules allows the free attacks The significant point of this phase is that Germany
be grouped in sixes about an established corps HQ. mentioned above. This means that during an does not have one.
Other types of independent units can attach offensive, a US infantry division could attack with Combined Arms Modifier rules favor the
themselves to divisions up to a maximum of three. its nine battalions, three independent units, its player who plans ahead. The allocation of ar-
The German player also possesses certain regi- artillery group plus two battalions and artillery mored independent units to infantry divisions will
mental, brigade, and corps HQ which can act, in batteries from adjacent divisions on either side of give a plus C.A.M. and the reserve armor units
game terms, as divisional HQ. In simulation its front using only a half supply and even have which can rush to the aid of crucial points in the
terms, the players are forced to maneuver and one artillery battery saved for free defensive fire. line can negate that advantage for the defender.
fight as divisional commands and to use corps for Corps do not have this "free" privilege. Note that for the attacker, INF on the C.A.M.
artillery support for attack and defense. After The eight-hex supply route serves to limit both chart is also INF + ARTY. For added realism, con-
that, they are free to form their own chains of the scope and range of units; but one trick to sider the attacker armor vs. defender INF +ARTY
command based on whether the game is multi- employ with corps units is to use one H Q for C.A.M. to be -2 only if the defender's artillery is
player or not. For those with enough players, a movement and another for combat. The supply either AT type or over lOOmm HE.
corps command game with divisions assigned to rules also serve to take the sting out of defensive Airpower is just that-at least for the Allies.
given corps and extending the spotting as above fire as there are few times when a side can afford Anything that you have and your opponent
would make a very good multi-player contest. this massive supply use for an extended period of doesn't is nice. The air rules for the scenarios will
No army fights without supply. No TLD unit time. As one more change to the rules, drop rule call for few choices. Each air unit has its own role
attacks at all, defends or moves very well without II.D.13 since it is easy to keep up with where rem- to fill. The tactical air support units should be
supply; defense and movement are halved. In nant counters came from by using the appropriate spread out over a few hexes, unless the Germans
keeping with the divisional nature of the game, the portions of the game charts. This also allows more have no armor reserve or defensive fire. Interdic-
supply counter is round-just like a HQ. It must use of a partially-depleted division by keeping the tion is best used by groups of three aircraft at road
be located with the H Q to provide supply for the number of independent units available at three. junctions near bridges and by single aircraft on
units. Supply is used by half values and the While most players will find that during the bridges. Remember that you have only eight inter-
counters are back printed to reflect this. A sug- scenarios the supply rules will not cause any great diction counters and the use of all of them spread
gested addition to the rules for more realism would difficulty, these will come into their own in the out to cover a length of important road is better
require a HQ to be in supply for the free fire by Campaign Game as one of the most important than one clump. Carpet bombing is a mixed bless-
one artillery unit or free attack by one combat unit factors of the game. ing since the terrain torn up is almost as much of
to be claimed. T o prevent multi-use of supply Most disruption that affects play is a conse- an obstacle as the defending units. Use carpet
units, no more than one H Q can occupy one hex quence of air or naval fire (defensive fire does bombing to destroy units in conjunction with other
(except while on the move). cause disruption but the units are immediately attacks for maximum effect. The seven possible
German Flak units are very valuable since they undisrupted at the end of the turn). As such it will bombing patterns are shown below (Figure 3). If
require no supply. As another variant, require occur in the Normandy scenario and the first part possible, pick on HQ and arty counters with your
them to use a supply for offensive operations. This of the Campaign Game against fortifications. The bombing. At times, an attack behind the lines is'
is not really suggested, but can be used to balance a German player must always remember the possi- not a bad tactic either.
game if the Allies need help. bility of disruption anywhere near the coast. As
Since supply is checked at the start of each variations of the disruption rules, remove only one SCENARIO 4: THE FALL OF CHERBOURG
phase (unless supply is destroyed or isolated during disruption counter from a unit during a reset phase Naval bombardment is another Allied
a combat phase-in which case its effect is negated and/or remove none if the unit is not in supply. blockbuster. Range and spotting are its only
for the rest of the phase), a unit which was not in SCENARIO 3: OPERATION COBRA drawbacks. Note that by the bombardment table,
movement supply could be in supply for combat. The addition to the turn sequence is the Allied a smaller number of factors applied over a given
Supply units are always in supply. One real advan- air/naval phase following the replacement phase. area give better chances of hits, but factors tend to
DEFENSIVE FACTORS
come in lumps and there are generally only a few likes to assault Pointe-du-Hoc with the Rangers, German coastal artillery is a major factor in
specific hexes in which a certain hit is needed. In giving a bit more spread to the attack against German planning for the first few turns of this
general, therefore, this author recommends Omaha Beach and increasing the threat of a quick scenario. Since the operation to be performed is
loading up on the critical points of attack. Both link-up. One impressive Allied advantage is the strictly mathematical, the only thing required of
naval and air bombardments are good tactics Allied follow-up movement allowance which can the German player is not to overlook any units.
against those pesky flak 88s and fortifications. The be used to capture Carentan on the first turn. The Figure 6 should help with this. A copy of the chart
true use of naval gunfire does not appear until the US player who does not do this is just plain in- with which to mark off the batteries as they are
next scenario, however. competent. lost is very handy. Also remember that coastal
As for the fortifications themselves, the The other portion of the beach assault is the artillery only fires at port or landing boxes, but its
Germans finally get a break. The fortified areas bombardment preparation. Tables of suggested defensive factors are always active and no supply is
and minor forts are valuable for the defense naval and air attacks, coastal artillery replies, and needed.
multipliers and full ZOC but have only limited expected results are given (Figures 4 and5). Note Likewise, the Allies should not forget any of
capacity. Large armor units fit well here. They lose that the -1 modifier for forts does not apply to their special assault units. The combination of
nothing by becoming armored units anyway. The rockets. Figure 6 shows the coastal artillery posi- British naval power and the special armored units
coastal strongpoints are only used in the invasion tions which have fire on a beach or port. From the should allow any fortification to be easily over-
scenarios, add defense factors but hold no units. figure, it is readily apparent that 9/1716, 2/1260, whelmed.
For C.A.M. purposes, units (INF) both atop a fort 10/1716, and MKB LONG batteries must be sup- All in all, these rules for this scenario should be
and inside d o not make an INF+ARMOR pressed as soon as possible. The use of 31 factors viewed as an exercise. Simply remember to follow
modifier, merely INF or ARMOR. Landfronte of naval bombardment to supress 8/1716 and each sequential step and the Campaign Game for
forts have a few advantages in that they hold three 1/1260 pays huge dividends by lowering the which you are practicing will go smoothly.
units, have two points of intrinsic defensive factors of coastal fire against several beaches to
factors, as well as the usual bombardment another odds column. Paratroopers may be able to THE SCENARIOS
modifier. The 30 and 932 Flak units hide well here. take care of 1/1261, 2/1716, and 2/1255, but these The clarifications and Addenda in Vol. 17, No.
The field forts actually only have a ZOC as an are not really as essential as the first two. The 6 should be added to all scenario setups. These cor-
advantage, but they can be most valuable units if suggestion that has been made in THE GENERAL rections should provide answers to all confusion
the German builds them with enough foresight to (Vol. 17, No. 6) to hold HQ units off the board involving setup.
arrange the ZOCs for an in-depth defense which until coastal artillery can be supressed by first turn
will require only half as many units to achieve the combat has some merit. Just make sure an oppor- EXAMPLES OF PLAY
same reserve defense (which, of course, may later tunity to make a long advance is not lost by being One correction to this section is in order.
turn into the front line defense.) At the same time, unsupplied during the second turn movement Under the Example #1 Attack A: only half a
the German must remember that a disrupted fort phase. As a variant here, consider units which are supply is expended since the 352 division pays only
has no ZOC. Remember also that a + 2 C.A.M. more than eight hexes from their HQs to be out of once for all of its units, both infantry and artillery,
modifier can tend to effectively raise the odds supply for the first turn also. Essentially, even during an attack phase.
against a fort by two ratios, so defend them well. though there is supply for all units available on the
Also note, coastal strongpoints and landfronte first turn, they still cannot act effectively unless SCENARIO ADDENDA
forts cannot retreat if the die rolls go against them, they are in contact with their HQ. Allied units This section is a must. If you are to have any
and must die in place. whose HQs are off the board are considered to be real fun at all with the scenarios, all possible rules
in supply if they are within eight hexes of a and units must be added to them. Dig back in the
SCENARIO 5: NORMANDY BEACH
beachhead counter. This option should only be Campaign Game rules section and add the por-
There are massive changes to the turn sequence
used if the Allied player is the weaker since it gives tions on weather, inter-allied co-operation, and air
here, but all of them are concerned with the initial
airborne and landing activities only; they need not the Allies a distinct advantage. It would cause bombardment. These are essential to gain the full
quite a change in German defense and movement. flavor of the game. Weather rules will blunt air
to be memorized, only followed each time they are
used. The same proves true of the rest of the rules power just as supply does defensive fire; inter-
allied co-operation will give the Germans a little
presented for this scenario.
BEACH UTAH OMAHA GOLD JUNO SWORD extra chance at Falaise.
Airborne landing rules will be very familiar to
those who already own AIR ASSAULT ON Total 2 5 5 4 2
CRETE. This phase is pretty much fixed tactically, Expected 2 3 4 4 2 [Mr. Burnett's article will conclude with a
so the execution is mere mathematical mechanics. Necessary 1 3 3 3 1 strategic study of the scenarios and the campaign
With respect to invading units, the Amphibious FigureSb Expected and necessary numbers of beachheads the game in the next issue of the GENERAL.]
Assault is also inflexible, except for the choice of Allies will be able to place.
attack at Pointe-du-Hoc. The author personally
THE LONGEST DAY
AN OVERVIEW
Part I1
By Jim Burnett
PLAY OF THE SCENARIOS may fall with heavy German pressure. With a little 2. FALAISE POCKET
The following are a few observations, hints, luck, the three hexes can be taken in four turns. This is another futile exercise for the German.
and comments on the play of each scenario. They The 116 Pz and 84 Inf are certainly strong enough He has 333 points (as defined by the scenario) on
are made with the use of the Addenda and the to do this if used wisely. Where the Allies usually the board, and must exit 182. We recommend that
notes presented above in mind. As all of this has hold is at St. Hilaire. The 2 Pz, 2SS Pz, 17SS Pz, the reinforcements be held off the board and 18
been done by one playtest group, it may tend to be and 275 Inf, moving as far as they can on the first points taken. A very real problem here is that 60
biased; your own attempts may produce slightly turn, will still be six hexes away. With only one points of infantry (277,276, 326, 363, 84, and 275)
different results. We think, however, that the road to go up, and the 3rd Armored to contest the can't even exit just by walking out unmolested.
constraints of rules and play will lead to certain way, this is a nearly impossible task. The rein- This leaves the Allies with only 91 more points to
conclusions, regardless. forcement of the 2nd Armored merely clinches it. kill or stall. A heavy attack toward Portages can
The best way to regard the scenario is as a training easily do this, since the enemy must protect this
1. MORTAIN exercise. If anything, the difficulty of an offensive route to get IOSS, 9 Pz, 3Fs, IIFs, IIIFlak, and
Sit back and watch the Allies draw this one at surge against even moderately tough opposition LXXXIV out (123 points). Since the losses taken
the worst. The German player must make a strong should be readily apparent. Learn with this one at this time will add up to too many points,
push toward Vire just to prevent a loss. Because of and put it aside. An interesting variation is to alter Germany has mathematically lost. The Allies need
this and the congestion that will occur at Mortain, the victory conditions to give one point for St. do nothing but attack whenever possible and use
send the ISS Panzer north to hold/attack at Vire. Pois, St. Hilaire, and each hex of Vire. Not all the defensive fire they can.
This should prevent a loss. As for the rest, St. Pois historical at all, but a bit better balanced. As a balancing suggestion, require the Allies to
hold the Germans to 150 points or less to win. British units will be available if the Mortain objec- 7 should go to the Valognes area to prevent a
Germany still needs 200 to win. All other results tive is chosen. Whatever the outcome, this scenario breakthrough in the middle and to retain road
produce a draw. The lesson of Falaise is that while should not only be well-balanced but exciting as movement capability for re-deployment. The MG
defense is easy, offense against trapped units well. companies and OST units should fill the gaps in
whose options are limited is equally easy. Lines of the line; remember that you have ten independent
communications must be maintained at all times, 4. CHERBOURG units and only three HQs, so one of them will be
no matter who you are. The Cherbourg scenario is essentially a unsupplied for the first turn (after the first turn
miniature of Cobra. It could also become the most you will not have ten independent units). The 101
3. COBRA popular, with a single mapboard and low unit units attached to the 84 Korps can get in one good
In the Cobra scenario, we come to the real density. This is combined with a balanced game. defensive fire-don't waste it. Keep the HQs
challenge. While it is advisable to assign sides The Allied proposition is unit destruction, then supplied until the last turn, then use them as last-
based on player preferences so that a strong advance, then a solid fight into the city. The Ger- ditch defensive units. Their three factor defense is
offensive-minded player will face a defensive- man must conduct a fighting retreat using the ter- really not that bad-better than many of their
minded one, the scenario is balanced. The lessons rain and then hold at the second fort line. subordinates start with. As a contrast to some
from the first two scenarios should be applied As with Cobra, the Allies should use a three- others, I prefer to hold them in position on the
here. The German must defend the roads to pronged attack using each division as a spearhead crucial landfronte positions, using the 84 Inf units
Pontabault and Mortain. The problem is that there reinforced by armor and artillery. The corps HQ as a furthqbackup. Consider the 84 Korps H Q
are several roads and two Allied options. In any should stay near the center of the board to use the unit to be divzonal H Q for these units. The one
event, Villedieu is a key. The capture of this city long-ranged guns for whichever division needs and possibly two defensive fires that the flak
gives the Allied player a choice of which way to support and to be able to rapidly mobilize to batteries have can provide just enough damage to
finish the scenario. Germany is also working under whichever front shows the most promise after the prevent the Allies from amassing the final factors
a handicap of too few reinforcements, especially in opening moves. Supply unit shuttle to the west needed to finish off the city. Remember that flak
the west. An orderly and planned retreat is a flank must be carefully planned. The quicker the needs no supply. Turn seven should find you with
necessity for 2SS Pz, 275 Inf ,353 Inf ,and 3Fs. If road from St. Vaast to Les Pieux can be secured, the (depleted) AOK 7, 709 HQ, 1/919, a couple of
the other units are totally destroyed in the first two the easier this will prove. Use the first turn to flak units, and the artillery inside of Cherbourg. If
turns, however, it doesn't matter. The reserves destroy units by both direct attack and defensive defensive fire and terrain advantages have been
must have time to cover the roads further south. fire. Prime candidates for this destruction are units used judiciously, this should be just sufficient to
Maximize; have all of the units covering the main with only a single step. This should mean the loss save enough of the city to win.
roads. With a three-hex wide front at the point of of over a dozen units for the Germans, well in As stated before, Cherbourg-like Cobra-is a
each road and the rest of the units at crossroads excess of a quarter of their initial front line, and near run thing, where time is of the essence.
along the advance route of the Allies, Germany make the formation of a new solid line difficult at Players are urged to be very careful in planning
may win by forcing the Allies to take the long way best. The second turn should likewise be a slugging moves and positions (at least two turns ahead).
there. The key is flexibility. Remember that match; strive to eliminate another dozen counters. Failure to d o this leaves large gaps on defense and
Avranches and Vire can fall after a fight, but Turns three and four should be used for positional stalled units on attack. Force is only force if it has
that's the limit. If the entire operation is run as play to put at least one of the attacks at the first a point of application.
close as possible, victory can be had. fort line over a few hex width. If the German has
The Allied problem, conversly, is to go as fast moved his flak units forward, destroy them as
as possible. Destroy as many units as you can, soon as possible; the forts will then fall easily. 5. NORMANDY
especially during the first turn. After that, move as Turn five should break the outside fort wall in The Normandy scenario is a vital preparatory
far as possible. Use all defensive fire that is about six places, giving plenty of room for exercise for the Campaign Game. While players
available. The main offensive should begin as a advance. If the Allies strike the inner fort wall on are urged to practice it a couple of times, actual
three-pronged attack at Essay, the 5Fs, and St. Lo. turn six and have been diligent at their job of unit play will probably not occur after that because of
The British units should put heavy pressure against destruction, the city should fall on the seventh the nature of the scenario and the setup time. The
the 326 Inf in an attempt to break a flank. All turn. Unless the German makes some very bad small number of turns keep it at the exercise level.
other units should destroy as many Germans as errors or you habitually throw sixes, this is about As a bonus, however, the scenario is balanced. The
they can. While the carpet bombing occurs against as much as can be expected. Allies should take Carentan, Ranville, and
the 130 Pz, actual attack pressure should be on Any loss of tempo will result in the loss of the probably Bayeaux. The Germans should hold
both sides of this division in order to thin out a game. Allied air power is critical here, especially Caen, Montebourg, and probably Isigny. The
given area. Don't forget to direct one of the against hills and other tough defensive spots. essential points then are the fate of the air drops
bombers on the H Q unit. At any rate, the next (Remember the loss of ZOC by a disrupted fort?) for the British to hold Ranville and the strength of
couple of turns should feature as much Allied Naval bombardment should be held at least until the Omaha landings for the Allies to threaten
movement as can be mustered, whether on roads turn five or six (or even seven-depending on Isigny. (Refer again to Figure 6 and 7 for the initial
or not, to engage as many Germans as feasible. progress) to make penetration on critical fortifica- deployment suggestions.) From then onward,it is
Fast movement and unit destruction are the order tions. Your recon units can be used to spot for this just a matter of following normal attack and
of the day. fire, notably against unoccupied forts. Note too defense procedures to attain your objectives. The
Tactically, the use of air bombardment for that with 63 points of fire you have only two shots Allies should note that either the 2/22 or the 1/12
disruption can be invaluable after the initial at a .833 chance or two at .667 and one at .5. Take of the Fourth division can get to Carentan on the
attack. Mobile artillery for defensive fire makes whichever combination gives you the best fit for follow-up movement phase. If this is not done, the
the armored divisions worth even more than usual. your circumstances. If the weather rules are used Allies can dismiss any thought of a real shot at
Each of the three thrusts should feature two infan- here, the Allies have run their course if the weather victory. While this scenario is not recommended
try divisions supplemented by an armored division goes bad. The balance of this scenario is so fine for repeated play, it is an exercise that cannot be
and an artillery corps (add two of each to the that the loss of air and naval capabilities to the skipped. The Campaign Game can be won or lost
center attack), while the British advance with their vagaries of weather means the loss of the game. on the beaches if a player does not know what is
infantry division and artillery corps on the eastern The German player must play the terrain. For going on.
flank. him, this scenario is an exercise in the use of space,
Cobra will also test the pre-planning ability of force, and time; none of which he ever seems to
the Allied player with his supply units to the have enough of. Heavy losses must be expected for 6. OVERVIEW
utmost. Supply must be sent as far ahead as prac- the first turn, but careful maneuver on the suc- The scenarios are of three types. Mortain and
tical, destined for the place and units where it will ceeding ones can minimize the effects. Whatever Falaise are merely good practice for tactical situa-
be most needed. Following the beginning of the the losses, the first five turns must be used to hold tions which will reoccur later. Normandy is a
scenario, some infantry divisions may no longer be the Allies in bad terrain. Hills and rivers are your mathematical exercise for a situation that will
able to keep up the pace. Discard these divisions at friends; bocage and cities, your allies. Obviously, definitely happen. Finally, Cobra and Cherbourg
the side of the road and send the supplies up to the crucial points are roads and their junctions. are excellent games in their own right, the only
those who can. If the German has played the game Remember that the 243 Inf can hold more ground inequity being that one player must act solely as
correctly from his point of view, the Allies must be with less troops because of the hills, but beware of offense and one as defense. As it takes all kinds to
outside of Avranches or through Vire by 29 July. the thinning effects which may cause quick col- make up wargaming, hopefully you will find your
The decision of which way to go should have been lapse later. For the first few turns, the two ar- match. Since all but the first two are balanced, and
made on the previous turn. It now remains a mored units and the AOK 7 are the most important these can be fixed as noted above, the scenarios
matter of closing from the north and a flank. The ones you have on your roster. Leave the armor in will all give a competitive game. TLD is worth buy-
flank move is a direct result and benefit of the reserve to shore up potential trouble spots, ing for the information and the scenarios alone,
center thrust toward Brecey. Remember that the especially those caused by defensive fire. The AOK but the Campaign Game is the piece-de-resistance.
THE CAMPAIGN GAME RULES however, the Allies d o not capture at least three exclusively to interdiction, with carpet bombing
This is not actually the "Longest Day", 6 June beachheads on each beach where it is possible, they being saved for special occasions when there are
1944. It is the entire Normandy Campaign and to are in serious trouble. At Omaha, for example,the really not enough German units to make interdic-
get the full spectrum of all components and rules capture of only two will not allow any US infantry tion worthwhile or the weather favors you. The
and the full value for your money, the Campaign battalions to come ashore after turn ten except at value of interdiction is that the bombers can follow
Game must be played and played as many times the Mulberries. The loss of the Mulberry hex is the German units on the Strategic Movement
and as long as possible. Too many people will also a dreaded possibility. This combination would Track, placing themselves at the points where there
start, get through the first few turns, and quit. If almost surely spell a loss. The British problem is is the most to be gained. In particular, the addition
you are going to do this, you may as well play the not as acute since there are two beaches that are of three bombers to the Rennes and Seine River
Normandy scenario. It is when many divisions are easier to take. Figure 7 gives the Allied player some boxes requires that the German roll a '6' just to let
on a great expanse of mapboard that the full idea of what to expect with average luck on the a unit pass. This is an almost solid roadblock.
effects of the rules covered below interact to create beaches. In normal action, the US will lose two Don't worry about the two bombers "wasted" in
a complete game, with a subtlety of play that takes beachheads and the British one. Remember that South France. They will play their role when pos-
time and effort to realize. Your only real problem while the units can move along the Unit Entry sible. Use the four you have for interdiction and
will be to find a place to keep the game set up. Find Track regardless, the debarkation port will be the try to force carpet bombing to the back of your
it, it's worth it. holdup. US one and two stacking point units mind.
The weather should be the factor that keeps the (notably supply) can use Utah or the ports; like Inter-Allied Co-operation is normally a plus
German in the game. Its blunting effects on Allied British units can use Sword or ports. The for the German but little else need be said other
air and naval power are not only definite, but to a Mulberries may be the saviors but they are no than the fact that it gives some justification for dif-
certain extent, unpredictable. (Check Vol. 17, No. substitute for taking enough beachheads. As a ferent colored US and British counters. A lethal
6 for clarifications on these rules.) One thing the final word, never forget that you can take all of a variant is to require the Luftwaffe, SS, and
German must be especially aware of is the rule that beach's capacity at a single landing box, thus Wehrmacht to abide by the same rules. This is
after the sixth consecutive storm turn, the weather avoiding the threat of coastal artillery on a historical and very interesting but not really
is automatically fair. As the Allies will realize this, separate part of the beach. Mulberries do no count recommended. The only other point to note here is
they can call a carpet bombing attack for the next for this. that the US can use the British Mulberry. You're
turn with impunity. They can also plan for an all- If the Allies face a bottle-neck at a point, the usually in trouble if you have to, but it can keep
out assault with full naval bombardment and Germans are even in worse shape, being hounded the Allies in the game if the landings have gone
tactical air support. Forewarned is forearmed! over at least a three box line just to get to the map- poorly.
This will be the most dangerous point in the game board and then subject to interdiction for the rest Ports and Mulberries are strictly an Allied
for the Germans. Conversely, OV-2 and ST-1 (the of the trip to the front. The Allies, with the use of bonus. The Mulberries are necessary for Allied
first time around) are the best times for counter- their strategic bombers, can discomfit and scatter buildup. Some care should be exercised to insure
~ttacks. Both sides should definitely keep a the units of a German division over the course of a the capture of the particular landing boxes since
weather eye out. week, insuring that it either reaches the front the first objective at Omaha Beach should be to
The rebuilding of units is definitely an Allied piecemeal or delays to reform. For Germany there clear the way for Mulberry placement. Any piece
advantage. While Germany theoretically has the is no long or short term solution other than to of equipment that puts an Allied division ashore in
same benefit and must take every opportunity to hope for bad weather and to negate the effects three turns is worth fighting for. Remember to
keep its units at top strength, the need for slightly by using as many different approach defend your locations; Mulberrries, once gone, are
anything, no matter how battered, to hold the line routes as possible. The real difficulty to this is not irreplaceable.
will occur throughout much of the game. Here is so much the loss of time, but the confusion. To my In contrast, the minor ports really are minor.
the quandry; whether to use spare units to mind, it is preferable to wait with the initially At most they are valuable to land supplies close to
counterattack or to use them to shore up the line arriving units eight hexes from the edge of the the action; but, since they take 14 turns to clear,
while other divisions refit. In this author's board until the H Q and supply can arrive. Then there is generally no action nearby. The German
experience, refitting is usually better than counter- move units forward eight more hexes and wait for player should not worry about the loss of these
attacking unless the need or opportunity to retake as many stragglers as possible. If a particular unit locations unless they be strategic points like
a certain position (major city, bridgehead, tries to enter the board unsupplied, it will take Carentan and Isigny.
breakthrough, etc.) is just too great to pass up. forever to reach the actual front. A division 90% Cherbourg, however, is another matter. The
Remember that attrition alone works in favor of complete is worth waiting for an extra couple of full value of the port is exceptional, but the Allies
the Allies. The Allies, on the other hand, will find days (in most instances) over a 50% fighting force. will have quite a wait to use it. Since any com-
after the first three weeks that they have more divi- At any rate, never commit individual units before petent German should be able to hold the port hex
sions on the board than they can effectively use their supplied H Q can enter the board. This is until 27 June, which will put the expected capacity
anyway-due mainly to supply and density-so merely elaborate suicide. at -4, a typical Allied takeover on 1 July will make
the recycling of fresh units to the front is a free As was covered above, Allied Strategic Inter- the full factors unavailable until 29 August. This is
benefit. Oddly enough this forces the Allies to use diction is a great asset. So great in fact, that the use two days before the end of the game. The time
the standard German tactic of bleeding down a of the heavy bombers should be limited almost average value of the port of ten stacking points
division and then making wholesale replacements. over the last two months will be an aid to the US
As a warning to both sides, a replacement is starting 24 July when the 28th Infantry Division
just that. Nothing can rebuild a completely arrives. Since storms can wipe out Mulberries,
destroyed unit, so losing that last step is a heavy Cherbourg may be necessary. As is, the Allies
penalty. The same applies to artillery, except that should make a real effort toward Cherbourg to
nothing replaces those valuable tubes, so beware. gain this extra supply and reinforcement port.
The only other thing to keep in mind about In the Campaign Game's alternating benefits
replacements is that they are self-regenerating so design, the German player has use of railroads.
use as many as possible without upsetting other Because of the need to rush units from the edge of
plans. The first trick here is to pull a division out the board to the front lines, Germany must have
of the line, with the exception of one or two units the rails to move infantry divisions. (With the
left in one hex to assist in attacks for divisions on extra movement factors, strategic road movement,
either side and to spot for free defensive fire. This and mechanized move available to armored divi-
trick does keep a supply unit out of the system, but sions, they will go faster on the roads.) An extra
can be valuable for the Allies who have plenty of bonus in the rail system is that units d o not have to
divisions and the Germans who should have plenty be supplied to get full benefit of rail movement.
of supply. Thus, divisions split up by strategic interdiction
Unit entry is an important point in the game can be reassembled. Armored divisions can also
for both sides. The Allies must make sure of two benefit from this as they lose the above bonuses if
things. First, the landings must be executed as effi- out of supply. The German is urged to make max-
ciently as possible to establish the maximum imum possible use of the rail net as long as it is
number of beachheads. The section on Normandy available.
covers this, but does not explain its full impor- However, Allied interdiction- with FB units
tance, especially at Omaha Beach. Since three may well cut that availability to a bare minimum.
stacking points are available per beachhead the Even though the FBs will be used in road interdic-
first ten turns, the beachheads captured initially tion for the 6 June turn, 32 factors should be
are only important for the total amount. If, assigned to rail interdiction (17 from one country,
I5 from the other) starting 7 June until the 60 CAMPAIGN GAME SCENARIO
points to collapse the rail system has been As stated above, the Campaign Game is the
achieved. This can take an average of one week of real reason to buy TLD. While the rulebook is not
Fair or OV-1 weather. Notice the big bonus of so massive that complete recall of each part would
OV-I. This use of Allied airpower is strongly be impossible, the planning and adaptability
recommended. With full use of all necessary fac- necessary to make use of the full system will pro-
tors against the rails, there will still be four units vide the real test for each player. The only unique
left for the small amount of road interdiction aspects presented here are the victory conditions,
which will actually be needed at this point in play. and they are easy to understand. The early game
Units are fairly engaged for the first week and end conditions for the Germans are there merely to
German strategic movement should be slight. halt a game which has no chance for reasonable
As if the loss of the net itself were not enough, continuity, since the attainment of any of these
the FB interdiction also cuts the rail net on the almost impossible requirements would spell long-
board. This, in and of itself, seems like damage range doom for the Allies. Other than these condi-
enough. The first cuts should be placed as near to tions being 'met, play the game out to conclusion.
the edge of the board as practical. The next few You will n e v h l i z e all the subtle nuances and in-
days' cuts can be used in specific locations as the teractions unless you do.
Allies spot where German reinforcements are com-
ing on the board. Remember to put your cuts at As an overview of what will normally go on
rail junctions and to use the fact that a city on the during a game, assuming typical weather and
way to the front is just like a cut. A final nasty tac- average die rolls, a sample time table (Figure 8)
tic for cut placement is to put them as far from the will give you some guidance. As a further look at
regular road net as possible. This makes it difficult the Campaign Game, two views are necessary.
for the Germans to transfer units from rail to road the estimated effect each rule would have on this timetable. First from the action side, then from the systems
movement and usually gains at least another day's side.
delay. With respect to action, the dates in the figure
The minor German rail units, E.Tr and Air supply is another bonus to be exploited. are accomplished by the following. The practice
artillery, are of limited use. The E.Tr units are like The four air supply counters are only a half factor lessons from Normandy will put the Allies ashore
the little Dutch boy with his finger in the dike. each, but are immediately renewable in contrast to in force, but not to the extent that they had hoped,
They are trying to repair at the rate of three per other supply. While they are subject to drift and especially at Omaha. From here, they attempt to
turn what the Allies are destroying at nine. The job destruction upon disruption, they may be delivered accomplish several things. (Remember that the
must be done, however. Don't forget them as they anywhere in F and OV-1 weather. There is only a German is essentially on the defensive and his idea
can be of some help. And remember that you are one third chance of survival, but even this usually should be to oppose and counter the Allied
laboring to remove only the cut units; net damage means more than one free supply unit per turn. strategy. In the main, his counterattack oppor-
is forever. Remember that any type of HQ can use these tunities are localized and tactically motivated
The RR artillery is in somewhat the same units. Air supply should be used the turn it is against strategic Allied points.) The Utah beach
shape. For fire purposes it proves the same as received so that another delivery attempt may be contingent will try to head north, west, and south
coastal arty, except that it can fire at any hex made on the next turn. At the very least, waste it to strike at Cherbourg, the west coast, and to link
within range. Being only two units of one strength on defensive fire if a regular attack is not feasible. with the Omaha forces at Isigny. Omaha landing
point each, these must have a die roll of '6' to be of Unit withdrawal by the Allies is probably not units will go west and east to link with their flanks
any help at all. Use them separately as there is no worthwhile. The time it takes to withdraw a unit at Isigny and Bayeaux. The British will drive west
difference between one and two on the bombard- and then send it back with its replacements is just to Bayeaux, south to Caen, and east to establish a
ment table. Suggested positions for the units are about the same as running replacements through defensive front in the flooded area between
northwest or east of Cherbourg and south of the unit entry track. There is one notable Cabourg and Oustreham. Note that there is a
Caen, at a distance of about ten hexes to allow fire difference. Replacements have zero stacking temptation to try to win the game early by exiting
for a long time. Put them someplace where a points and thus may be sent free when available. A the mapboard immediately to the east, but this
defense factor or two might help someday. They're unit withdrawn and then returned uses landing should prove practically impossible because of the
inevitably going to stay for a considerable time and capacity in both directions and there are not that flooded area's hindrance to Allied motorized
may as well be put to as much use as possible. many instances in the game when the Allies have movement and the immediacy of available German
All in all, the rail system is a deceptively crucial this capacity to spend. About the only time reinforcements and supplies. After this initial
part of the game. Every turn it is in operation is of withdrawal could be of assistance is when using the phase, the Allies will attempt to establish a base
benefit to the German. The Allies must destroy it Second Allied Drop Variant (covered below). In line running from the Ranville area, north of
as rapidly as they can. Don't underestimate this this case, a paratroop division which has been Caen, through Bayeaux to Isigny, past Carentan,
facet of the game. severely battered and thus is worthless for other into the flooded areas of Cotentin and north to
Now for the three final extras for the Allies. duty can be sent back for refit, creating a threat Valognes. Then the British should get involved in a
Air bombardment is a bigger bonus than it may not to be ignored by the enemy. The two stacking tough battle for Caen with an eye out for German
seem. The typical gamer is always looking for that factor paratroops can use Utah, Sword, or a two counterattacks. If this localized battle is hard
extra factor to increase the attack odds one ratio factor port without upsetting much of the entry enough on the Germans, some progress should be
and therefore will usually be thinking of TAC schedule. Don't base a whole game plan on made south of Bayeaux/Isigny to provide a flank-
bombing. The mere fact that tactical bombers have withdrawal, but don't forget it either. ing threat. The US player should be concentrating
to be assigned before mechanized movement and A couple of other minor details which are not on reaching the west coast to isolate the peninsula
defensive fire tends to lessen their effectiveness, directly addressed in the rules per se but have an and on the advance toward Cherbourg. After the
however, especially if the Allies face a cunning impact include the following: Allied and German fall of Caen and Cherbourg, the Allies can reach
German who has a good defense in depth. Naval corps do not get a free supply unit on the entry St. Lo and establish a new front line. This line will
bombardment is fine, but of limited range and schedules such as divisions do. Care should be be the one that produces the Cobra-style breakout,
must have spotters. Air bombardment, on the taken to have one from the used pile available to whether done by the US, British, or both. A
other hand, requires no spotters and is not join them when they are due to enter. The Allied collapse of the dimensions of Cobra will cause the
restricted by range. While there are only 27 factors non-divisional reinforcements should be chosen German line to be extended to a length which can-
available, these can be enough to prevent an with some care. US armored units can use Utah's not be adequately defended and the game will be
armored unit from making mechanized move, an two landing point capacity after 17 June. A over.
artillery battery from using defensive fire, or balance must be struck between the entry of these In the above commentary, there is not much
generally disrupt a particular location in the units and the artillery to insure that the corps HQs sign of hope for a German win. If one is forth-
German line which can then be attacked by regular are not overloaded. While players may wish to coming it will be because he did well in his efforts
forces with a favorable die roll modification. A bring on the 155mm's early for their large fire on the beach, was able to stall the drives on the
clever tactic is to fly six different 4 factor and three power, remember the mechanized capabilities of west coast and Cherbourg until after 1 July, and
different 1 factor attacks against a division, which the MlOs are very valuable and that you get two of cost the British to such an extent that the final cap-
will give an average of over two disruption these per turn. You also get two 155Gs with the ture of Caen was pyrrhic. Through it all, Germany
counters. If you then attack with a + 2 C.A.M., same advantages. The British should normally must maintain a strong reserve system with a high
almost any position can be broken. The only receive the first reinforcements since they will have degree of mobility so as to be responsive to the
drawback is that air bombardment is truely a fair the extra landing capacity and will have to battle changing Allied thrust. A bit of bad weather won't
weather friend. the Panzer divisions and forts north of Caen. hurt, either.
As far as the systems used, we will again con- German out over several days and breaks him. In six of them offensively and six defensively. Doing
sider first and mainly the Allied side, since they effect, units are destroyed and cannot be rebuilt. this and alternating the movement of the units will
will be the most active. All of the tactics used in the In general, it is the workings of the replacement dramatically increase firepower. This pattern
Normandy scenario will still be valid for the first rules that cause this. should guarantee success against all but the most
three turns-except that after turn one, landing After these battles and the resultant supply and stubborn resistance but should be used only when
divisional units becomes much more difficult. unit refit and reassignment, the Allies should be really necessary. Be ready to exploit with your
Remember to watch the landings of HQs on the ready to begin another round of heavy attacks near reserves. Take whichever of the three segments of
first turn since they will be subject to coastal 10 July. This is the preliminary to Cobra. the line that breaks and drive down the road with
artillery fire. Fighter-bombers should concentrate Note that the German reinforcements stop from the reserve armor and attack each flank with the
on road interdiction for the first turn, then switch 1 July to 20 July. The first big assault during this infantry. You are trying to cause collapse of at
to rail interdiction until the rail net is destroyed. time should be designed to weaken the German line least two of the assaulted segments in order to trap
Light and medium bomber units should be used to beyond repair. There will probably be no real the enemy units between. While the first attempt
achieve higher odds on the first turn and then to advance past St. Lo, but this is sufficient strain on may not show tangible results in terrain gained, the
suppress the remaining coastal artillery units on the German. If Germany is forced to defend its line depletion of the German forces should make the
the second and third. Even after, they should be without backup units, defensive fire for the ten second and third highly successful. Continue the
employed adaptively as the situation merits. The turns of waiting after the first push will weaken it attack until your supply position forces you to
heavy bombers should go to the Strategic Interdic- even further. If the second attack is begun 24 July, stop, then refit for the next. Remember to keep up
tion boxes and stay there unless a carpet bombing it should succeed as well as Cobra did historically. the defensive fire along the rest of the front.
opportunity comes along that just cannot be When a defensive front is finally re-established, a What can the Germans d o to counter all of
passed up. Recommended use for the first turn is third attack on around 4 August would hit right this? Frankly, not a lot. Assuming that the
three in Amiens and one in Seine River with the in- before the final reinforcements enter and result in invasion has average success, he has a tough fight
tent of breaking up the 346 Inf and 1 SS Pz. A victory. If not, a fourth may be necessary around 17 on his hands. He must hope for bad weather at
variant not permitted by the rules but historical is August. This one better work because there isn't least half of the time. Even OV-1s help quite a bit;
to allow the Allies to conduct a carpet bombing on time for another. and if the Allies get very little fair weather, their
6 June. Because this is actually a preliminary raid Inspection of the German Entry Chart shows options are decreased and the timetable slowed.
conducted on 5 June, resolve combat before the that their units usually enter at Pas de Calais. This Next, the German must remember his basic math.
paradrops. Roll for drift on this if you desire. Due makes any attacks automatically more successful if After the third turn, the front line will be nearly
to the dispersed nature of the German forces, the they are to the western edge. The British should 200 hexes long. Even at 150 hexes, nearly 250 units
effectiveness would be slight so try it if you feel the pressure the German's eastern flank with spoiling will be required to adequately hold the Allies back.
urge, but this raid is not really recommended. attacks and defensive fire while the US and Since the total German force in the game is about
The positioning of the units tor the invasion is unemployed British units strike southward. While 1000 counters, scattered over three months, a con-
also a slight reflection on their characterisitics. For all of these suggestions may seem too rigidly bound certed effort to preserve units is needed. If at all
the Allies, only the paratroops are really effective by history, terrain and reinforcements tend to chan- possible, make replacements. This is easier to d o
in the flooded areas due to movement restrictions nel the game in this direction. during bad weather turns. Use field fortifications
imposed on all motorized units therein. They How do we arrange these massive assaults? The to back up the front. Construction of these should
should hold these river lines while regular divisions Cobra scenario gives some hints, but does not begin after an Allied offensive in an area has lost
make their advance along the roads. The C.A.M. cover all factors. The Allies need full air support its punch. Don't let units get surrounded (except
advantage will be difficult to come by since for their efforts. Isolation of the battlefield by for Cherbourg.) It is far better to give up two or
tracked units would be frozen in place if moved off interdiction is as important as the bombardment of three hexes for a couple of turns than to hold fast
the roads. vital fortified positions. While an attack can suc- until you are finally overrun. The fastest way for
Naval bombardment after the first turn should ceed without air, the amount of destruction and Germany to lose is to play Adolph Hitler and keep
be enough of a threat to the Germans to territory gain will be nowhere as great. With sup- major units holding untenable ground. This does
discourage them from massing too many units in a plies and divisions at the ready, an assault should not preclude one or two infantry battalions being
single hex near the coast-especially flak and non- utilize six infantry divisions, three armored divi- left behind to hold a piece of ground with the
ranged artillery-for fear of a strong naval strike. sions, and four corps of artillery in actual combat possibility of moving behind Allied lines. Since
The British are better at this than the US, but the in three different locations at the front about ten units do not die from lack of supply, an occasional
US may need their few factors to squelch coastal hexes wide and separated by one to two divisions thorn in the side which has to be eliminated is
batteries and strongpoints that did not fall in the covering five hexes. These attacks should be worthwhile. Always have supply ready if a large
first turn. directed down roads. The assault should be defensive fire or counterattack possibility presents
Artillery should be massed near cities and forts preceeded by a massive defensive fire. If at all itself. The Allied army is not set up to lose a large
to give the punch the attacker requires to take possible, three armored divisions, six infantry divi- number of units over many divisions without im-
these positions. Non-divisional armored units sions, and two corps of artillery should be held in balancing supply usage. Beware of every pos-
should be parcelled out among the divisions for reserve to exploit any real breakout. All infantry sibility for air and naval action against you. Plan-
maximum use of the C.A.M. Remember that one divisions should have a full complement of ning for the arrival of reserves should be a "worst
armored unit on each attack will suffice to give the independent armored units. This force over a four case" exercise so that any that arrive on time are
+ 2 desired. Especially important are the to five day period will use up almost 24 supply bonuses. Keep a couple of mobile reserve divisions
capabilities of the British special function armored units; a really heavy expenditure-so the advan- if possible (the Second Panzer is one good
units. Reread this section in the rules to avoid tage gained had better be worth it. An even more candidate). Lastly, keep your head. Time is not in
misuse of any of the units. They will prove supply-intensive tactic, but at times a good one, is your favor but time does run out. Force the Allies
necessary to surround and take Caen. to double the artillery assigned to a corps and fire to win. They may make enough mistakes to lose.
After the opening, recreate the drive on You are also encouraged to read the Tactical
Cherbourg scenario, using the same tactics and Hints section of the rulebook. Dr. Archer and Mr.
about the same force as the scenario. This will be a Bernieres
van Zante have done an excellent job of
time of position solidification and unit formation
for both sides. Get all your divisions ready for the
second part of the game.
ISt. P~erre-Egljse 2706
St. Vaatrde-la-Hougue 33 11
1BOARD B
Douvre
LION
Thury-Harcourt
7832
7433
6953 1
I playtesting and presenting their findings. I would
also call attention to my own list of hints and sug-
gest that these be combined with the comments
From the Allied side, supply is the keyword in
attack after the opening shots. The initial glut of
supply will by now be used up. After being re-
introduced on the Entry Track, it will not be
ISt. Mere-Eglise
Barneville
Lessav
3023
0924
1936
Ranville
KingRed(Box)
Arrornanches
8137
6330
6627 I above to help you conduct your campaign. The
salient point in any case is to plan ahead. Given the
natural historical play balance, the Allies can
afford a few more mistakes than the German
available again until 22 June. This ration should be (unless they are on the first turn), but they also
used to take Caen and Cherbourg. Note that a have more chances for error. Since the rules are
preferred supply usage system is to burn it out in easy to remember, keep also in mind the applica-
four or five turns of heavy attacks, then to rest and Villedieu tions.
reform for the next round ten days later. In our St. Hillaire
St. Pois 4067 CAMPAIGN GAME VARIATIONS
opinion, this is better than constant pressure and Pontaubault 2674
constant supply flow because it creates problems These variants provide %little added interest to
of a larger nature at a particular time for the the game. Since the Allies are favored in the
Germans. Small attacks allow the Germans to pull Campaign Game, all but the first variant work to
units out of the line for refit as they go. With bring a bit of parity. Whether anyone will ever be
proper pressure, a large attack stretches the
I~ipm
9. Hex grid locations for selected locations. 1 able to try every variant is problematical, but a few
could provide variety. The estimated game length and their hex numbers.) Marking the map every
effect (EGLE) is based on an estimate of a normal OPTIONAL RULES five hexes with a light marker is probably the best
Allied win on 7 August. It is the author's opinion that all three optional way to keep up with the grid; using a different
rules are more trouble than they are worth, but try color for the perpendicular lines will help also.
A. AIRBORNE SECOND DROP- them if you like. They are more realistic.
EGLE -2 DAYS Counter-battery fire is interesting if you are CONCLUSIONS
The danger to the Germans of a second drop is tired of just shooting at front line units with your The commentary above has concentrated on
the present threat. The difficulty in withdrawing defensive fire. Its use is also evenly balanced for game play. If the reader wishes to understand the
and refitting a couple of airborne divisions, plan- both sides. underlying historical and design concepts, he is
ning the drop, and getting the weather to respond Bridge demolition and repair is a bonus to the referred to the Designer's Notes and Bibliography.
favorably is tremendous. The drop could not German designed to give special units something The challenge now is to begin the play and enjoy-
*
happen before mid-July at any rate and only some- else to do and to litter the board with more ment of THE LONGEST DAY. It will be well
one with a crystal ball could predict the front line counters. The effect on the game will probably be worth your while.
21 days in advance. If the troops are withdrawn, noticeable, assuming the German player is com-
however, the German must respect the potential, petent. It should be remembered that demo can be \
especially to the east flank.
SEPTEMBER 4-5-6
pocket knowing that help is on the way. The 319 author would urge the play of the campaign by five GATEWAY, Anaheim California
plus the flak units will certainly make the Allies players, and believes that if each player does his Contact: Gateway, P.O. Box 2577, Anaheim,
pause at the outer fortifications of Cherbourg. T o job thoroughly, an average Campaign Game will CA 92804.
judge the immediate effects, add the 319 to the take about 120 hours to play. This is a long time, NOTE: Many tournaments in strategy, fantasy,
Cherbourg scenario, starting in the forts, and give but if spread over several months will provide the sports, SF and family games including most AH
the US one more full infantry division and two ultimate gaming experience for all. titles.
more days.
SEPTEMBER 18-19
PLAY BY MAIL MASSCON 1982, Amherst Massachusetts
D. SPRING WITHDRAWALS-
A game of this scope and density can probably Contact: Dennis Wang, 11 Dickinson Street,
EGLE + 7 DAYS
best be enjoyed over a span of time by mail, where Amherst, MA 01002 (413-253-9472).
The introduction of the two extra panzer divi-
players have the opportunity to spread out the NOTE: Many events including competitions in
sions and one corps will make a counterattack
effort and concentrate more on the planning. SL, PL, DIP and WSIM.
against the British a virtual certainty around 11
While the turn sequence and game time would
June. The increase in time value for these units will SEPTEMBER 24-25-26
force a Campaign Game to go on for 20 years, two
put heavy pressure on the Allies for quite awhile. BABEL CONFERENCE '82, Wyoming
confident, competent players could finish any of
There is a slim chance for an early German victory Michigan
the scenarios in about a year. By normal PBM
if St. Lo can be held through 5 July. An interesting Contact: Dave Marshall, 1160 36th Street SW,
standards, this is not bad.
variant in that both sides can now launch substan- Wyoming, MI 49509.
The turn sequence for mailings is as follows:
tial offensives. OCTOBER 8-9-10
1. The Allied player does his Replacement,
WIN GAMES 11, Winnipeg Manitoba
E. ROMMEL'S STRATEGY-EGLE + 10 DAYS Air/Naval, and Movement Phases.
Contact: University of Manitoba Wargames
This is another version of the above with a 2. German Mech Move and Defensive Fire.
3. Allied Combat and Reset Phases. Club, Box 80, University Center, University of
minor exception. Now the 130 Pz has a chance to Manitoba, Winnipeg MAN, CANADA.
arrive in time to collapse Omaha Beach. With the 4. German Replacement and Movement.
17SS in position to hold the center of the US 5. Allied Mech Move and Defensive Fire. OCTOBER 9-10
positions and the 21 Pz ready to discomfit the 6. German Combat and Reset Phases. CROSSFIRE, Tampa Florida
British, another early German win is possible by For Normandy, the first turn sequence must be Contact: Steve Askew, Strategic Studies Group,
throwing the Utah Beach forces out of Carentan. added. All operations are done by the Allies, even Center 2394, University of South Florida,
As tough a variant on the Allies as above. Try this coastal artillery fire since this is just a mechanical Tampa, FL 33620.
one in a Normandy scenario also before starting a phase with no decisions required by the German. OCTOBER 29
Campaign Game with it; allow the Allies five days Note that before the game starts, the German will STARCON '82, Vancouver British Columbia
to win. have to give the Allies a method to resolve airborne Contact: Ignacy Lipiec, 229 East 22nd Avenue,
drift, combat, air/naval operations, assault wave Vancouver BC, CANADA V5V ITS.
F. ROMMEL C-in-C-EGLE + 15 DAYS combat, and coastal artillery fire, but this should
Here is the German chance for not only an be the only procedural problem encountered. It NOVEMBER 12-13-14
early win, but a n extended one as well if the game will be slightly more realistic in making movement WESTERN RECON '82, Salt Lake City Utah
drags on. A force this large near the landing zones without the knowledge of the air/naval bombard- Contact: Karl Miller, 837 North University
will create a drain on the Allies that they may never ment outcomes. If using the weather option, the Village, S a l t L a k e C i t y , U T 84108
be able to recover from (much like the situation at German sends the weather roll at the start of the (801-582-6076).
Anzio). In any case, there will be blood on the game, and from then on with his combat phase NOTE: Science Fiction and Fantasy orienta-
beaches. Again, try this one in Normandy before mailing. Each player should send a retreat path for tion.
beginning a full game. Allow the Allies six days to units which may be forced to retreat in combat. NOVEMBER 12-13-14
win. Optional movement paths can be sent if movement WINTER GAMEFEST 11, Detroit Michigan
If you yearn to see a lot of counters on the is dependent upon bombardment to disrupt a Contact: Metro Detroit Gamers, W11 Info,
board early, combine all variants except B and E ZOC. Other than this, the PBM of any scenario P.O. Box 787, Troy, MI 48099.
into one big game. As the Germans will be favored should proceed smoothly. NOTE: Many AH events among the numerous
to win this one, change their victory conditions to There is just one thing missing: a hex grid. To tournaments and seminars.
total elimination of the Allies from the continent. rectify this, the following grid is suggested.
Be forewarned, this one is for lovers of blood and Numbers for each hex are two-part, producing a JULY 14-15-16-17
panzers. The variants are here for your enjoyment four-digit reference. The first two are the west to ORIGINS '83, Detroit Michigan
and to keep your Campaign Games from becom- east numbered coordinates; the second pair run Contact: Metro Detroit Gamers, 083 Info, P.O.
ing stale. Use them as such. from north to south. (Figure 9 gives several cities Box 787, Troy, MI 48099.
MICROCOMPUTER
GAMES UPDATE
DESIGN IANALYSIS
I
The Microcomputer Game Div~sionof Avalon Hill has ex-
panded 11sline to p r o v ~ d ecassette programs for the ATARl 800as
Lt a
rn \z
well as d~skettesfor the TRS-80 11, APPLE I1 and ATARI 800
computers. All four cassette versions come in the same package,
unless spec~fiedotherwise below; that is, TRS-80 11, A P P L E 11,
PET and A T A R l 800 versions are spaced at intervals on the same
tape. Diskette versions come w ~ t honly one verslon in the package
so i t is essential that the computer model be specified when order-
Ing 111 addltion t o noting the memory requirements. A partial
I n t ~ n go f the Microcomputer Came Dlvision offerings followc:
*
render does not happen if an opposing unit is not Corps H Q are as follows. This does not apply t o units in the strategic move-
adjacent to "accept" the surrender. A unit does not
For the Allies, each Corps H Q may contain up t o ment boxes.
have to surrender if it is in a city hex, in any fort hex
excent a field fort. or is in the same hex with another three divisions, no more than one of which may be
Always in search of a uniqueformat forpresent- because of the large number of counters and the Allies can do except roll and hope for the best. In
ing strategy to our readers, I was more than eager to sheer punishment that forces can give and take and most games, the British 6th Airborne HQ will be
formalize this effort of Messers. Piotrowski and still survive and because of the time it takes to com- eliminated by defensive fire on June 6th, so I
Thompson. In the first of a planned series of ar- plete a Campaign Game, the forces a player com- recommend not landing the British build-up
ticles on our sole "monster game'', the authors mands become an extention of the player's paratroop units of June 6th.
begin at-where else-the beginning, the Allied in- thoughts and emotions. The game becomes a con-
vasion. Each is an accomplished veteran of this test of minds, a contest of mental endurance. For While there are no decisions to make, there are
most complex simulation, and each has distinct example, in game terms the loss of German several points the Allied player should watch for.
views on the approach that should be taken to it. Zn- Nebelwerfer brigade to an Allied carpet-bombing Remember that if any of the units dropping at
deed, it b the opposition of these views that pro- attack is an important, but far from critical loss. In Zone A drift and manage to eliminate 1/1261
vides the dynamisrn of the following article. terms of the players however, such a loss can throw coastal artillery, then the road is open for the
Readers should note that Mr. Piotrowski's com- the German player's concentration off balance and follow-up units to grab the hill near Quineville.
ments are printed in black, while Mr. Thompson's result in decisive Allied gains elsewhere on the If any of the units at Drop Zone 0 drift on a six
opposing views are printed in red. mapboard. result to La Ham, they will be able to spot for defen-
The victorious player in THE LONGEST DAY sive fire over the river to Fresville in an attempt to
THE LONGEST DAY is a very special war- will not be the one who defeats his opponent's open the road for June 7 movement.
game. It is a game that is historically accurate, easy counters. He will be the one who mentally Depending on where the British 6th Airborne
to learn, difficult to master, and most importantly, demolishes his opponent (as Randy Reed hints at in divisional H Q lands, it may be possible to save it. If
fun to play! Due to the immense size of the map and his notes to the game). As the Allied player you it rolls a six and lands on the highway one hex north-
the volume of counters, it is a true test of any must not only continually pound at the German line east of Drop Zone M (for simplicity, north is directly
wargamer's skill and endurance. The Campaign in unexpected fashion in unexpected places, but up the hex rows, so for example, the QUEEN
Game is a long struggle for both players but as the also in expected fashion and expected places. Force GREEN landing box is five hexes directly north of
name suggests. June 6th is definitely the most im- the German player into believing there is nothing he Drop Zone Y), simply interdicting the roads in the
portant turn. The first turn determines the type of can do to improve his position. As the German area will stop 10/125 from 21 Panzer from reaching
game that will eventually evolve. Of course, the commander you must at times defend and hold at the adjacent woods. On any other roll except a four,
most skillful player will emerge victorious most of all costs those places your opponent wants most the HQ may be saved by hitting 10/125 with
the time; however, the Allies can still lose the game eagerly. For the players the game becomes a battle bombers during the Air/Naval phase in an attempt
on the first turn. With this in mind, let's examine of endurance to see which can continue to hold out to disrupt it. No other German units will be able to
what the Allied player can d o to land safely on June the longest, which side can continue despite the reach an adjacent hex providing there is adequate
6th. losses, which side can devise new means of attack air support. If the HQ drifts into the south hex of its
and defense to prolong the fight, which player can drop zone, in the Bois de Bavent, its fate is probably
By way of introduction, I have considerably endure the strain in the hope that the other will sealed since it would require too much air power to
more to say than Steve. What follows in this article break off first in frustration or be so concerned attempt disruption of 10/125 and 10/155. But it is
is Steve's detailed strategy for the Allied portion of about one sector that he will be slow to react always an option.
the June 6 turn of THE LONGEST DAY, and my somewhere else.
opposing view. Steve's plan is a sound one, but The single greatest mistake a player can make
players usually have opposing views of games and while involved in TLD is to cry, "There's nothing I AIR/NAVAL PHASE
plans and tactics. Such is the case here. Steve has can d o to counter that!" For the Allies there is
worked out a plan of attack using odds and prob- always a strategy or tactic to try. As the Germans, For the Allies here, it's decision making time.
abilities to insure a successful Allied landing on there is always something which can be done to The FB units can be used for road or rail interdic-
June 6. That is one way to view and play THE discourage the Allies. Make your opponent believe tion and the MB and LB units can be used for air
LONGEST DAY. Let me explain my own. you are capable of doing what you want to oppose bombardment or rail interdiction as well. There are
As far as rules, game mechanics and even his plans even if you are not. If he comes to believe it a myriad of naval bombardment targets to fire at,
general strategy are concerned, THE LONGEST you will probably be the victor. Break your oppon- and plenty of ammunition to fire with. So then,
DAY is a very simple game. As Steve has said, it is ent mentally and you will easily defeat him on the how should all this fire support be allocated?
accurate in its tendency to follow the ebb and flow mapboard.
of the historical campaign. However, the game is Having said all that by way of introduction, let AIR INTERDICTION
also true to the emotions it creates within, and the us move on to our discussion of the Allied forces on The Allies should allocate most of their FBs on
mental burdens it places upon, the opposing com- June 6. As far as my own "current" plan is con- June 6th towards interdiction. The reason for this is
manders. It is this aspect of THE LONGESTDAY cerned, simply remember to alter accordingly when that the German divisions are set up quite sporad-
which is its real heart and which so fascinates me. it is to your psychological advantage. Doing the ically near where they must move to in the ensu-
In THE LONGESTDAY, no matter what plan unexpected and foolhardy in the face of all odds ing turns. Concentrated interdiction in these areas
is devised and tried, the sheer size of the simulation and probabilities, if successful, will be adirect taunt will disrupt German defensive intentions and may
means that, barring major tactical mistakes and and challenge to your opponent to match the deed. even leave a few key German units out of supply on
bad luck by either side, the game takes on the same If such a move is unsuccessful, it will probably not June 7th. There should be 15 American and 15
general lines every time. TLD is not a game where affect the eventual outcome of the game. At the British FBs allocated. They should be arranged
the counters of one side can be maneuvered in ex- very least, it forces your opponent to be alert for such that there are eight "two" and six "one" inter-
pert and precise ways to defeat the opposing such daring jabs in the coming days. diction counters. Suggested allocations are shown
counters. For one thing, there are simply too many in Table One with asterisks denoting particularly
counters. Too, the opposing forces are fairly evenly nasty spots. Of course, the idea is for interdiction
matched once you consider the defensive position placement to effect as many bridges as possible so
the German forces are given to work with. ALLIED AIR DROP that the German units must pay an extra MP to
What happens in the game, as far as the emo- Since the paratroop drop involves only die rolls cross as well as increilsing the hexes being inter-
tional and mental factors I mentioned above, is that and no decisions to be made, there is nothing the dicted to one MP per hex.
player I welcome Allied interdiction in this sector fantry Division. This includes single hex interdicts
RAIL INTERDICTION since it does not affect my defense and it means that at Balleroy on the highway one hex northwest of la
The remaining Allied fighter-bomber units (six there will be a lack of interdiction elsewhere on the Commune; on the bridge near Formigny; etc. A
of them) should be allocated to rail interdiction. mapboard where it could be of more use to the two-hex interdiction goes one hex north of Cam-
The reasoning behind this is the hope of getting at Allies and more of a hindrance to the Germans. pigny. Complete strafing of the road from the posi-
least one cut (66% of the time). The placement of So where d o the remaining fighter-bombers tions of the 352 Fusilier battalion to Bayeux and
this cut is adjacent to the 722nd Railroad Coastal deploy? The answer is the area covered by the from Bayeux to the bridge near Formigny will cause
gun located in the northwest of the Cherbourg German 709 Division. Heavy. I repeat. heavy inter- problems in the set-up of the German defense of
peninsula. This inhibits that pesky little gun from diction of 709 division will prohibit the establish- Bayeux.
taking "pot-shots" at the American beaches. Any ment of a German defensive line running from the Basically, having interdicted necessary points to
remaining cuts can be used from entry hexes A coast at Villagedu-Nord or Fontenay and through achieve direct, tangible results, the remaining
through K to help slow the 12SS Panzer Division on MKB MARC along the river to Fresville. Short of fighter-bombers should be primarily used wherever
June 7th. anything but a disastrous landing on UTAH, units they will irritate the German player the most. If you
of the American 4th Infantry Division will pass the feel like hitting 21 Panzer, then do so. One area you
1 have three distinct allocations of Allied river line on June 7. The German's fate is sealed if may want to watch and consider is the British 6th
fighter-bombers on June 6. The first two are man- the weather on June 7 permits total interdiction of Airborne drop zones. Air support here may greatly
datory. The third should vary from game to game. this area again. Interdiction of the area around assist that division in surviving until the arrival
First, six British fighter-bombers are detailed to Valognes and further west, coupled with the British (often late) of help from SWORD.
railroad interdiction as per Steve's discussion. interdictions at Les Moitiers and atop 91 HQ, also
Secondly, there are several locations on the promise the potential of a rapid expansion of the 82
mapboard which must be interdicted. These are Airborne Division west towards St. Sauveur to be
done with the absolute minimum necessary in order followed by the 90th Infantry Division. Note that STRA TEGIC INTERDICTION
to free as many fighter-bombers as possible for the there is a single-hex American interdiction located The American Heavy Bomber units should be
third mission. one hex northwest of Baupte, near St. Jores, and a placed on the German Strategic track on June 6th
Of primary importance is the road junction one single-hex American interdiction three hexes north (and probably for the next ten days as well). I
hex south of Epron. A single-hex British interdict of La Haye-du-Puits. See the first illustration for recommend using two Heavy Bomber units in each
goes here, making certain that I/192 Panzer- the interdiction of the peninsula. of the following boxes: Amiens, Seine River, and
grenadier battalion cannot Mech Move into the A secondary area which could be interdicted in- Alencon. Some players may want to use three units
4/1716 Coastal Artillery battery on the Periers hill. stead of the 709 divisional area is that of the 352 In- in Amiens and only one in Seine River. My personal
Further interdiction at this point is not necessary.
Way down by Thury-Harcourt, interdiction of
the III/l55 artillery battalion will prohibit that unit
from assisting in an attack upon the British 8th
Paratroop battalion, landing at Drop Zone K, dur-
ing German combat of June 6. Single British inter-
dicts the hill at Barbery and the road two hexes
north of III/155 start location.
A single British interdiction goes one hex north-
east of Drop Zone V in order to prevent the II1/744
Infantry battalion from reaching the hill at
Robehornme should the Canadian paratroops drift
away from the road.
Near Isigny are located two British interdicts,
both of them single. One is at Osmanville; the
other, one hex northeast of Osmanville on the main
highway. This stops the mechanized units of 352 In-
fantry Division from reaching II/915 and 111/726
Infantry battalions. . . or even the highway behind
these units. Destruction of 111/726 and advance-
ment of American units adjacent to the 10/1716
Coastal Artillery battery is imperative during June
6 Allied combat.
There are also two-hex British interdicts at Les
Moitiers and atop the 91 Infantry Division HQ. In-
tentions here are to keep German units from
reaching the road running from St. Jores through
Orglandes and onto Valognes.
These are my mandatory interdicts. This leaves
the entire American force of fighter-bombers open
for use. But for what? Already I can hear objections
from Steve over the almost total lack of interdiction
in the area of the 21 Panzer Division. Quite simply
stated, it is not necessary to interdict the area below
Caen. The German Player does not need the units
of 21 Panzer to establish his defense of Caen
(although admittedly he will probably need some of
the mechanized units of the division, notably the
nebelwerfers and armor, to help beat off British at-
tacks during June 7) on June 6. As the German
AIR BOMBARDMENT
The use of all American and British medium and
I
light bombers for air bombardment on June 6th is
absolutely critical. Air bombardment is the only
weapon that the Allies have against the inland L l ea
nexes N w or ~ u l n e v l ~(r.
German coastal guns on June 6th. Since German Valognes)
coastal artillery fires three times in the first turn, it
is in the Allied player's best interest to disrupt as
many guns as are necessary t o lower the German's
chances of hitting the beaches.
The single most devastating naval gun that the
Germans have on June 6th is the MKB LONG.
With its range of "1 1" and its positioning between
OMAHA and GOLD beaches, it is able to hit 12 out
of 19 beach landing boxes. Its effects are especially
felt in the built-up phase on GOLD and JUNO
beaches after all other guns have been destroyed in
the preceding combat phase. It can spoil an other-
wise unblemished landing in the build-up phase.
Therefore, 1recommend the use of 16 air bombard-
ment factors for a 66% chance of disrupting this
gun.
1 would also recommend using four factors of
air bombardment on each of 10/1716 and 2/1260.
Coastal gun 9/1716 is not attacked with four fac-
tors because it is out of range of FOX GREEN. The
purpose of attempting to hit 10/1716 and 2/1260 is
the hope of disrupting at least one of them (which
will happen 56% of the time). If one of these guns
can be disrupted by air bombardment, it will firstly
save precious naval bombardment points that TABLE FOUR:Coastal Fort
would otherwise have t o be used to disrupt 8/1716, n---1. r --.I
lowering the bombardment column for UTAH
beach. Secondly, if MKB LONG is also disrupted,
US units can land at FOX GREEN with only a 17%
chance of being hit by coastal guns and, possibly,
the whole beach will only be subjected to a "one-in-
six" chance of being hit. Table 2 summarizes the
cummulative probabilities of each event occuring.
If FOX GREEN is clear of guns in the build-up
phase, all build-up units plus HQ's can land with
totalimmunity. Of course, this will only occur 22%
of the time, although usually there will only be a
17% chance of being hit-which is not that un-
favorable. Another advantage of taking a
beachhead at FOX GREEN is that follow-up units
landing there can move adjacent to MKB LONG so
that it can be hit with naval bombardment on June
7th.
As for the other three air unit factors, I prefer to
use them in the following manner: two factors on
FOXGREEN for direct attack support and one fac-
tor on the 9/1716 coastal gun for air bombardment.
There are three reasons for the factors on FOX
GREEN. 1) If the DD tanks disrupt themselves
(66% of the time-see DD Calamity Table), the two
factors raise combat odds to three-to-one. 2) If the
beach is hit by coastal fire but the DD tanks survive
(541% of the time), the two factors raise the com-
bat odds to four-to-one. 3) If both battalions sur-
vive, the two factors remove the possibility of tak-
ing any combat losses in the beach assault phase
(six-to-one with a plus two modifier). The one fac-
tor of air bombardment on 9/1716 revises Table
Two as found in Table Three.
Although this placement has no bearing on
FOX GREEN, it gives the rest of the beach a better
UTAH OMAHA GOLD JON0 SWORD Totah $
chance of survival, something the American player
must constantly strive for. Anyone checking these
numerical probability analyses should note that I'm
assuming that 2/1260 will be destroyed in the com-
bat phase regardless of whether it was disrupted or
not.
IUU8TPATlON 2: British Positions on GOLD After Combat.
AU in all. a very clean landinn at GOLD Beach admittedly, but
not unusual. KING RED w u hit by coastal artillery fire. The 4/7/8
Tank battalionand5th EYR lnfantw took losxs while attackicinn the
-
~ m ~ c and a nBritish beach& s h o the ~ air bom- debatable, but I prefer to nail DOG GREEN. Since As Steve says, anything less is a blessing.
berdment have missed it. I would probably use the the Ramen land at POINTE-DU-HOC. the
follow in^ revised bombardment dc~lovment: 1) o;lc mdary target becomes the FOLLOW-UP PHASE AND COMBAT
ITEMGREEN, two B& facton; 2) point at that place. Other important secondary
against MKB LONG, six British and four American targets are the 1/1261 Coastal artillery and the 795 In the follow-up phase, all follow-up units ex-
factors; 3) against MIX GWEN, nothing; 4) Ost battalion. Disruptionof both helpto insurethe cept HQs should be brought in on all beaches except
against Am&, four American 5) rapid upansionof the beachhead by giving the at- SWORD and possibly OMAHA. (Remember: HQ
oneeachonthethrcecolstalartillaybetteries. tackers of 1/1261 a + 1 modifia in addition to any units do not count towards rule V.C.5.a.) On
SWORD beach, I recommend sending in all the
commandos, the DD armor, and all of the infantry
battalions from the 3rd Infantry. On OMAHA, if
AUBritirh6thAirbomcunitslandrcgadesof
thefatcofthcdividoorlHQ.~primarYtaJLis
to inhibit Gamur movement and draw enemy
( RETAIL OUTLETS
there is no German shot on FOX GREEN, all forasintothatara,foraswhkhwuldbewd Ohio-Akron: Little Shop of War. Toys By Riui; Athens: The
follow-up units should enter there. I f all more effectively west of Csm.The 711 Infantry Specialty Shops; Beachwood: Toys By Riui; Cincinnati: Broad-
beachheads still can be fired upon, do not land the Division by its& is incapabk of rapid d e m w i o n walk; Cleveland: National Hobby, Toys By Rizzi; Cleveland
Heights: Heights Furniture & Toy Co.; Columbus: Graceland
good artillery units for they are too precious to lose of the Airborne units even if they arc out of supply Hobbyland. Drowsy Dragon, Hobbyland Town & Country.
to coastal artillery on the beaches. All follow-up due t o the loss of the HQ. Hobbyland North, Strete Hobbies. Town & Country Hobby-
units should be moved as far inland as possible to AU otba British buildup units land. If thc land; Dayton: Tin Soldier; Lakewood.. Wings Hobby Shop;
leave space for the incoming units in the building- MKB LONG is still &, you may ponder Ravenna: Jack & Jill Shoppe; Reynoldsburg: Reynoldsburg
Hobbyland; Springfield: Home Hobbies N' Crafts; St.
up phase. This is especially difficult on GOLD about your HQs, but th& absence at thc beginning Clairsville: Toys By Riui. Valley Hobby Inc.. Toledo: Mind
beach. of June 7 movement willbesorely felt. The threat of Games; Warren: Trumbull Camera & Hobby; Youngstown:
Most combat targets are quite obvious on June deep a d rapid movement of &its of the British Boardrnan Hobby.
6th. Be sure to eliminate as many coastal guns as DaatRatsisthem0stpailousthrcattbtGaman Pennsylvania-Allison Park: Hobby Center; Altoona.
possible. Try to push towards 10/1716 on OMAHA eommandamustfaceon June7(andkmusttalte Ballenger's Pet & Hobby Rama; Ardmore: Ardome Hobbies
and MKB LONG. Destroy it if possible on June it into account during hisJune 6 movement as d). Inc.; Beaver: Rowlands Cut Rate; Beaver Falls: WM Bonnage;
Broomall: Hobby City; Butler: Point Plaza Card & Gift; Can.
6th. On OMAHA all build-up units go in. likewise nonsburg: Toy & Gift Mart; Chambersburg: Uptown Sales Inc.;
On GOLD beach, don't advance onto the road on UTAH. The decision whether or not to send in Doylestown: Foster'l Toy & Cycle Shop. Herb's Hobby House;
:, going south from Asnelles-sur-Mer after combat tbe 90thdivisionalHQ is atough one to make; while Easton: Hobby Hangout & Craft Center; Exton: Electronics
' because tanks from the 7th Armoured should go I tend to leave it off until June 7. I usually want to Boutique:Harrisburg: Allied Hobbies. Kid's; Hermitage: Plaza
Hobbycraft; Indiana: Indiana Hobbyist; Jenkinfown: Jenkin.
(1 there in the build-up phase. send it in. The possibility of rapid movement by town Hobby Center; Johnsfown: Buck's , Ballenger's Pet &
that division on June 7 towards St. Sawcur is very Hobby Rama; King of Prmia: Electronics Boutique, Games 'n
On SWORD send in all independent units, half tempting. Gadgets; Lancaster: Flight Box; Langhorne: Allied Hobbies.
tbe infantry battalions of the British 3rd Infantry. Electronics Boutique; Lansdale: Penn Valley Hobby Center;
Defensive fire on U1XS if it is still in existence Larrobe: Adam & Eve's Pel & Hobby Shop; Monroeville:
two artillery battalions from the division and all and it is possible to d o so. Any German units on the Loreski Photo & Hobby; Muncie: Ballenger's Pet & Hobby
units of 6th Airborne. The reason for risking the road one hex southeast of Creully must be removed Rama; Nafrona Heights: American Family Hobbycraft;
two artillery battalions is t o either support elements from thae. Ignore. on OMAHA. the 10/1716 Newton Square: Toy World; akmonf: Henry's; Paoli: The
Hardware Center; Philadelphia: Al's Hobby Shop, Games 'n
of 6th Airborne in attacking UlZSS Coastal Ar- Coastal Artillery position since it can be silenced by Gadgets; Pittsburgh: A.B. Charles & Son Hobby Shop. Bill &
tillery battery or to have a five-to-one defensive fue naval guns on June 7 (unless you have no other Walt's Hobby Shop. Burlands Hobby Shop, Games Unlimited,
shot (- 1 modifter) against that gun. targets). On UTAH,watch for opportunities which John A. Sacco Jr.. Inc.. S.W. Randall Toys & Gifts; Plymouth
J ~ o no : set-Gttem, but keep the artillery Meeting: Hobbyland of Plymouth Meeting; Reading: Boscov's
will allow advances on June 7, such as against Department Stores; State College: Ballenger's Pet & Hobby
away from enemy units so it is not defensive fired by Fresville, on the 11919 Infantry battalion whcmer Rama, The Game Store; Wayne: Wayne Toytown: West Mi/-
989 Artillery battalion and its friends. it might be, or, if enough artillery is present, hit Jlin: Hobby Horse; Whitehall: Electronics Boutique; York:
On GOLD beach, the 46RM lands at ITEM MKB MARC (these last two depend upon whether Race o Rama
GREEN. Meanwhile, the WD30 Crab battalion or not 1/1261 was removed by paratroopers). If the
moves to the beach connected to ITEM GREEN. 100th Armor battalion actually tries to attack.
The 1L3OCrab battalion from JUNO beach moves obliterate it.
to the beach connected to JIG RED. Objectives
here are to hit Tracy-sur-Mer with a six-to-one at- CONCLUSION
tack (+ 3 modifier at least), advance the Crab bat- Generally, my appoach to the Allied landings is
talion into the hex and advance the RM battalions a cautious one. I would rather play a cautious June itles Listed 115 Total Responses: 4
and the RMSR adjacent to the MKB LONG (leav- 6th turn on route to eventual victory than risk the Rank Times
ing one unit in between to form a continuous line). entire game by trying to get a "jump" on the Last On Fre
The stronpoint in Arromanches must also be hit Germans in the first turn. A carefully well-played Pub Time List Rat
and the 1L30 Crab allows other units to advance game by the Allies should result in a victory-just as AH 10 4 9.;
through. An alternative target for the units in- the outcome was historically. H 6 5
volved in this combat is the I/916 Infantry battalion
from 352 Division. It should prove easy to. at the In my opinion. THE LONGESTDAYisthe best
very least, remnantize this unit if not completely wargame that exists and 1 thoroughly recommend
diminate it. Also, if it is impossible to attack Tracy- all experienced wargamers give the Campaign
sur-Mer (due to the assault unit being hit by coastal Game a try. 1 think you'll be hooked on this game
artillery fire), then a successful attack of I/916 at just as 1 am.
six-to-one odds or better should result in an ad- The vast number of die rolls during the June 6
vance adjacent to MKB LONG. See Illustration 2 turn of THE LONGEST DAY should ensure that
for positions on GOLD beach after Allied combat no game will be quite like any other. Because of the
of June 6. length of the game and the number of counters.
On the American beaches, all units except HQs minor variations and fluctuations in the Allied
-
land..regardless of the number of beachheads or ac- landing should not affect the course of the game.
The only real advantage to be gained by either side
tive coastal artillery batteries. If losses are heavy,
there are back-up divisions coming. If successful, is the psychological one over your opponent. Out-
the German player has his hands full. The 4 Infantry fox o;outmaneuver him at one place and you have
Division takes Carentan on June6, but moves north
on June 7. Its place will be taken by lOlst Airborne.
the umer hand (at least until he does something just
as cunning). ~ i i t h e side
r should welcome a disas- I IY. nulgc 'a1
2 0 Guns o f .
The 90 Infantry Division will drive west to line up trous Allied landing or an unscathed one. A middle The appearance of another Victory Gan
with 82 Airborne and push for St. Sauveur. ground result will set a pace of equal struggle for release-this time, Ambush-on our listing of reader
both sides. In actuality. June 6, while definitely the preferences seems to establish a trend. Elsewhere, LIP
most tense and excitingturn of thegame, is far from FRONT dominates the polling this issue in convincing
the most im~ortant.That turn will come late in the form, having one of the highest "Frequency Ratios" to
BUILD-UP PHASE AND gamewhen the nervesand will to continue the struggle date. The unique nature of the game and its spreading
DEFENSIVE FIRE PHASE of one side breaks. The challenge is to recognize reputation surely contributed to this. Just as surely, the
recent issue of The GENERAL and the release of the
On UTAH, bring in everything except HQs and that point and exploit it (and to pass beyond that gamette BANZAIalso playeda role. Indeed, anumber of
the artillery. Response on OMAHA depends on the point yourself without breaking). Enjoy. newer games in Avalon Hill's stable have pulled their way
coastal gun situation. If it's clear, send it all in. Those wishing to take up any of the points onto the list, and look to be there to stay. Beside5
On GOLD and JUNO, hopefully the MKB discussed above, or with comments on other aspects AMBUSH, PANZERGRUPPE GUDERIAN comes to
LONG is disrupted or eliminated so that the entire of the game are most welcome to contact either of our attention for the first time, while STORM OVER
7th Armoured and 51st Infantry should enter. us: Steve Piotrowski, 22 Merner Avenue, Kitchener ARNHEM and CRESCENDO OFDOOM return to the
Make sure to leave room for HQs and artillery. Ontario, Canada N2H 1x2; or Dan Thompson, elite. Not unexpectedly given the subject of each,
Avoid landing at NAN GREEN or NAN RED, Limerick Road, Cambridge-P Ontario, Canada FREDERICK THE GREA T, BULL RUN, CIVIL WAR
and Empires in Arms all drop from the lofty heights ol
*
both of which may still be fired upon by 4/1716. N3H 4R6. We hope that our respective views will
the "Top Twenty".
There are no build-up units to be landed at have stirred some reflection on the opening moves
SWORD. and look forward to hearing from the readers.
PROBABLY THE LONGEST DAY
American First Turn Strategy on OMAHA Beach
By Steve Piotrowski
I'm sure a question that crosses most wargamers' account all factors affecting the landing such as: 2nd Canadian Infantry Division not gone in at
minds at one time or another is "what makes one disruption of German units due to Allied bombard- Dieppe two years earlier. Obviously, the lessons
general better than another?" Phrased differently, ment (refer to the Bombardment table in the game), learned there were beneficial to the Allies in 1944.
but with essentially the same meaning, "what makes German coastal gun fire (see same), the DD Remember, while looking at the table, that 1000
one wargamer more successful than another?" In Calamity Table (in the game), beach assault com- repetitions of every strategy were used. Also, I
life, a commander relies heavily on intelligence bat attacks, ZOC from undisrupted German coastal decided not to send the Rangers in at Pointedu-Hoc
reports to decide upon a strategy. In wargaming, strongpoints and modifications to the combat die roll since even someone foolish enough to use no naval
one can study the game mechanics in order to for single and double disruption. or air power would not be foolish enough to waste
formulate a strategy that can be successful most of It was found that by repeating one test several the Rangers on cliffs that have no coastal guns wait-
the time. This gives the game player that much times, the results were always within 3 % of each ing to be destroyed at the top.
sought-after "edge" or "advantage" over his other. This means that to be able to say that one 2) Strategy two was used to see the immediate
opponent that could mean the difference between strategy is "better" than the another, the results benefits of well-placed naval gun fire allocations on
winning and losing. In this article, I have tried to must be at least 3 % higher. In statistical terms, you June 6th. The placements used are the following:
analyze strategies for better play of THE LONGEST can be 95% certain that two tests with the same naval bombardments- DOG GREEN: one rocket,
DAY using probability and statistics. strategy will give the same result within 3 %. 18 CAs, six DDs; DOG RED: one rocket; EASY
As a follow-up to a first article (Vol. 21, No. 3) Allied step losses are not taken into account here GREEN: two rockets, four DDs; EASY RED: five
dealing with Allied first turn strategy, I devised a since the most important part of this turn is actually BBs, 26 DDs.
computer program that will allow each game player getting the beachheads themselves. Therefore, at FOX GREEN is not hit with naval guns since its
to evaluate his own strategy on Omaha Beach on 5-to-1 (or equivalent) odds, the German coastal ZOC is independent of the success of any other
the first turn of the campaign game. Illustration One strongpoint is assumed to be destroyed. Although beach. These were my standard naval bombardment
shows the situation as it exists on Omaha Beach on triple and higher disruptions are possible, they are allocations used in most of the tests unless other-
June 6th. The importance of Omaha Beach cannot so rare that their effects on the overall performance wise stated. In real games, you have the advantage
be underestimated since it is the only real variable would be neligable so therefore, the maximum dis- of seeing the results of your rocket fire before using
beach in the game. If Omaha is healthy, a strong ruption effect is double distruption. your regular bombardment factors. Therefore, you
Allied game follows; while if Omaha dies, most The actual program itself is not presented here should use two rockets on each of DOG GREEN
Allied players will concede defeat and begin a new because of space limitations and the fact that it is and EASY RED first to see if you can save your
game. It is for this reason that I decided to write 356 lines long. However, the program printout is "automatic" and the "24-shot" for other beaches.
a definitive work on the Omaha Beach landing. The available from myself for those who wish to examine Single disruption is what is desired most to negate
computer program itself is in Basic and was origi- the program for accuracy or for those who wish to the strongpoints' ZOC. Therefore, the priority list
nally written on a Radio Shack Model I TRS-80 but test some of their own strategies with the program. for disruption on Omaha is as follows: EASY RED,
later modified to run on the Honeywell CP-6 sys- [Those interested in a printout of the program can DOG GREEN, EASY GREEN, DOG RED, and
tem at the Royal Military College of Canada in contact Mr. Piotrowski at 22 Mercer Avenue, FOX GREEN.
Kingston. The programming itself can easily be Kitchener, Ontario, Canada N2H IM.] From here 3) Strategy three was used to see if spreading out
modified to fit any other microcomputer that uses on, I shall discuss the results of my personal tests the naval gunfire was superior to concentrating it
Basic. Because of the statistical nature of the pro- using many various strategies. in large groups. The naval bombardment allocation
gram, the more repetitions of the first turn cycle Fourteen "tests" were preformed using this pro- was a follows-DOG GREEN: one rocket, six CAs,
that are completed, the more accurate the final gram and the results are displayed in Table 1. For ten DDs; DOG RED: one rocket, six CAs, four
results will be. For this reason, if any user has each strategy explained below, the number of beach- DDs; EASY GREEN: one rocket, six CAs, four
machine-language capability, it should be used here. heads gained is shown (along with the average num- DDs; EASY RED: one rocket, five BBs, 20 DDs.
How the program actually works is this: ber and the percentage of times that three or more This strategy was not overly effective, probably be-
Step 1: Input all air and naval designations relative can be expected). Shown too are the number of suc- cause the - 1 modifier of the strongpoints played
to the success of the Omaha Beach landings. cesses among the 1000 tests of each strategy for each a greater role on the overall effects of the bombard-
landing site and the number of times MKB LONG ment. EASY GREEN was the only individual beach-
Step 2: Input whether or not the Rangers will land is disrupted. Yes, this is a lot of data to examine head improvement. In fact, of all strategies tested,
at Pointe-due-Hoc or at DOG GREEN. all at once, so I will interpret the numbers and try this was the strategy that resulted in a BH on EASY
Step 3: Input how may repetitions of the first turn to explain exactly what they mean to the average GREEN most often. The reason for this is because
cycle are to be completed (1000 is the recommended LONGEST DAY player. a heavier naval strike on DOG RED negated the
number). ZOC more often than the standard allocation.
Step 4: The computer goes through the turn ANALYSIS OF STRATEGIES However, it seems that the standard allocation is
sequence of June 6th from the Air-Naval Phase to superior to spreading out the naval bombardment
the ~~~h ~~~~~l~phase over over again using 1) First strategy used was a test example or a con- across the beaches in the long run.
your designated and stores the results after fro1 test. It uses no air or naval power at all and 4) The fourth strategy was an attempt at seeing
each "game". it is immediately apparent that this strategy is not the benefits of heavy air bombardment. It was used
recommended. Perhaps this strategy relates to the without any naval bombardment so that it could be
5: When the routine is comp1ete3 the reader what might have happened on D-Day had the compared directly with the first strategy above. It
of the test are displayed. The number of times that
each beachhead (hereafter BH) was obtained can
then be shown in chart form. The average number
of BHs is also displayed along with the percentage
of games that three or more BHs were achieved.
Both of these numbers are important indicators of
how successful the strategy really was. Also shown
in chart form is the individual success of each beach
landing box.
Using this program, a player may choose many
different options and test to see if that option showed
any significant change in the average number of
beachheads achieved. The program takes into
IllustrPtion: Units that affect the success of the landing are shown
here. Note that MKB LONG is in a position to fire on Omaha and
most of the British beaches. Also note that the coastal guns west
of Omaha can fire on the Utah beach landing boxes as well as on
Omaha.
is fairly noticeable from the results that the air bom-
bardment alone does not have a tremendous effect TABLE 1: Results of Tests
on the number of BHs gained. This allocation of
air units does have its advantages though, such as Strategy Beachheads Successes MKB
assisting neighboring beaches in lowering the bom- 0 1 2 3 4 5 Avg 3 o r PDH Dog Easy Fox Long
bardment columns. It also gives the Allied player More G R G R G Dis.
a little bit of control over his own destiny. If he can ,,. --- 321 154 224 37 35 1.62 29.6% 0 428 309 510 221 156 0
knock off a couple of German guns before the
German player ever rolls, the anxiety of the phase
will certainly have diminished.
5) I have fully discussed the advantages of my
strategy in my first article (Vol2 1, No. 3). For those
readers who don't have the allocations, they are as
follows: air bombardment-MKB LONG: 16,
1011716: four, 211260: four, 911716: one; air units
for attack-FOX GREEN: two; naval bombard-
ment: standard allocation above.
6) This is Jim Burnett's strategy (as per Vol 19,
No. 1 of The GENERAL). I realize that this strategy
was formulated for use with the invasion scenario,
but most of it is applicable to the campaign game
and there are many allocations used that are unneces-
sary, or at the very least not very efficient. I felt
compelled to present some type of "proof' or "hard land at Pointedu-Hoc and secondly, the automatic That is, discovering the best use of the air and naval
data" after reading his article that this was not the should be on EASY RED as opposed to DOG resources using this program without having to die
way the air and naval resources should be allocated. GREEN. Sure, Dan's strategy i s very strong on the on the beaches and learn by trial and error in a real
His allocations are as follows: air units for attacks- western part of the beach; but as you move east- game.
DOG GREEN: 14, EASY RED: five; naval bom- ward, things get worse very quickly. Statistically, 11) I felt it was worth trying to modify strategy
bardment-811716: five BBs, 26 DDs; DOG it is more favourable to the landing as a whole to ten in order to increase the benefits of air units for
GREEN: two rockets, 18 CAs, six DDs; EASY go automatic on EASY RED. Dan's air bombard- attacks even more. Allocations for this modifica-
RED: two rockets, six DDs. The decision to land ment placement is questionable but at least he has tion were: air bombardment-MKB LONG: four,
the Rangers at Pointe-du-Hoc is a controversial realized the importance of MKB LONG (probably 1011716: four, 211260: one, 911716: one; air units
question but in my opinion, has a fairly clear after playing TZD with me for quite a while). Also for attacks-DOG GREEN: six, EASY RED: five,
answer. NO. It doesn't help the American player notice how much improvement there is on FOX FOX GREEN: six; naval bombardment-standard
much to clear out the strongpoint at the Pointe and GREEN over the sixth strategy above by just adding allocation.
eliminate 811716 coastal gun to open the road to two air factors for direct attack support. This will The results were not as favourable as expected
Isigny on June 6th if the rest of the beach has been be discussed later in detail. but are still very comparable to strategy ten. This
wiped out. The main emphasis on June 6th should 8) For the test, air factors were placed on the strategy gives a good chance (5% of the time) of
be placed on getting those beachheads, not decid- coastal strongpoints for air bombardment to see if disrupting at least one coastal gun that can hit Utah
ing what you are going to do with "the chickens the extra disruption effects would be useful. Allo- Beach. Its disadvantage is that the chance of
before they are hatched". Landing the Rangers at cations were: air bombardment-DOG GREEN: disrupting MKB LONG is reduced. The extra one
DOG GREEN frees eight air factors for duties in ten, DOG RED: four, EASY GREEN: four, EASY factor on FOX GREEN does very little here but it
other more critical areas. If it's a successful land- RED: four, FOX GREEN: four; naval could not be helped because there are a limited
ing on Omaha, the Germans are going to be in bombardment-standard allocation. Some interest- number of LB-1 counters. If you could break down
trouble anyway, so why put the landing in jeopardy ing results here but still nothing startling and nothing an MB-2 into two MB-1s. then the extra factor could
for a possibility of some glory (very little) on to make me change my mind about the best way be utilized somewhere else such as on 311260. It
June 7th. to use air units. was a choice between either four or six factors on
Getting back to the strategy itself again, the use 9) After much deliberation, I decided to come up FOX GREEN and it had to be six.
of 31 American naval factors on 811716 is very with a strategy for landing the Rangers at Pointe- 12) This strategy was used to see if spreading the
clearly a waste. This is the major reason why the du-Hoc. I don't recommend using it, but it is here air bombardment allocations around had any
average number of beachheads for this strategy is for those of you who are still not convinced of its significant effects on how successful the landing
so low. Okay, it is a well known fact that at least drawbacks. After all, if you're going to do it, you was. The only change from my air bombardment
one factor of German coastal fire must be neutralized might as well do it r i g h t . - ~ ibo&bar>ment-hk
r strategy (#5) was that only ten air factors were
to lower the bombardment table on Utah Beach. LONG: four, 1011716: four, 211260: one. 911716: placed on MKB LONG, but the extra six factors
Naval bombardment on 811716 should be used only one; air units for attacks DOG GREEN: eight, went on 1011716. Statistically speaking, this should
as a last resort to lower the gunfire, and even then EASY RED: five, FOX GREEN: four; naval bom- give better overall disruption of the guns. The results
should be fired at by British naval gunfire traced bardment standard allocation. The decision to use were somewhat indecisive proving that the change
from the Isigny port box (not historical-but it is so many air units for attacks on the strongpoints will had very little effect on the outcome.
allowed in the rules). The first thing tried should be discussed in the next strategy. 13) This is basically strategy twelve again except
be air bombardment on 1011716, 211260 and 10) As still another test option, I decided to try that the one factor of air bombardment usually
911716. If all three attempts are unsuccessful, then stripping air units off of air bombardment duty to reserved for 911716joins in with the attack on FOX
there is always the chance of disrupting 111261 (if use them for direct attack support. Allocations were: GREEN to increase combat odds there when the DD
it is not already eliminated by descending para- air bombardment-MKB LONG: ten, 1011716: one; tanks flounder. There is a noticeable improvement
troopers). If this fails too, (unlikely), then shoot at air units for attack DOG GREEN: six, EASY RED: on FOX GREEN even with this single factor. This
811716-but not before. five, FOX GREEN: five; naval bombardment- is worth noting.
One last word about this strategy. Since the aver- standard allocations. 14) The last test was another modification of air
age number of beachheads for this test was 2.485, Well, it was very surprising for me to see the units for attack. The allocations were: air
and three or more BHs were achieved only 47.5% dramatic success of this type of placement. The bombardment-MKB LONG: four, 1011716: four;
of the time, don't "expect" three beachheads using average number of beachheads jumped above the air units for attack-DOG GREEN: six, EASY
it. three level and the percentage of games with three RED: 11, FOX GREEN: two; naval bombardment
7) This is Dan Thompson's strategy as per his or more BHs rose to 70%! There seem to be many standard allocation.
opposing view (Vol. 21, NO. 3 of T ~ ~ G E N ~ L )advantages
. to this strategy. It is very strong on both I was expecting to see the EASY RED attack per-
His allocations are as follows: air bombardment- DOG GREEN and FOX GREEN, which should form better than it did here. It did perform well
MKB LONG: ten, 1011716: one, 211260: one, speed up the process of German coastal gun enough, but I don't think it is worth placing the extra
911716: one; air units for attack-DOG GREEN: destruction (MKB LONG and 911716). Yet, there six bombers for direct attack support. Those factors
eight, FOX GREEN: two; naval bombardment- is still a fairly respectable contingent of ten air can be put to better use on FOX GREEN and for
standard allocation except that automatic is on DOG
GREEN and one rocket and 24 naval factors go on
EASY RED.
Dan's strategy is quite reasonable except for a
couple of points. First of all, the Rangers shouldn't
factors for air bombardment on MKB LONG, which
should keep the British player happy (unless you
roll a "3" on your air bombardment die roll, then
you'd better be prepared for some abuse). All in
all, this is the type of result that I had hoped for.
air bombardment.
*
THEY'RE COMING!
German Concerns for the First Turn
By Dan Thompson
OPPOSING VIEW
This is the second am'cle offering the opposing an overwhelming superiority in infantry unitr, hold a defensive line until reinforcements can anive.
approaches of two master players of our monster S~pply,UdbIy aad m. ~ V C I any
I 0 f k d v e Sit- If the British sector and the Americans on OMAHA
game. In their previous am'cle (''Gening&shore and uation in THE LONGEST DAY, the three thing8 are both healthy. there is little chance of the German
Staying Ashore" in Vol. 21, No. 3), Messers. needed to attack are armor, udllery and supply. stealing the initiative. Any attempt to counterattack
Piotrowski and Thompson considered the dificul- Quite simply, on June 6th the Allies have it; the will most likely result in the loss of even more pre-
ties the Allies faced during that crucial first turn, Oennans do not. Oraated that supply i8 ignored cious units and rapid advances by the Allies off the
and methods of overcoming these. Here they look here, the Gennan forces are still in no shape to beaches. Containment becomes the only real
at the German response. Readers should note that attack-and will be hard pmacd to defend. I a p answer. UTAH should prove easily checked, but
Mr. Thompson's comments are in black; Mr. that the Oerman player must try to gain the initia- once again heavy counterattacks will probably not
Piotrowski's opposing views in red. tiveat&~inthegame,butUbnotone bring much unless the two separated American
of them. lodgements are delayed in linking up. An aggres-
I believe that the body of the Oerman army must sive defense line using the flak from Cherbourg will
Daring! Throughout history that one word has be allowed to mature like a tine wine. Playing the be your best course.
been synonymous with both military success, and Germans in TIIE LONGESTDAYi8 more than jwt The possibilities offered, however, may not be
disaster. THE LONGEST DAY, true to its nature, playing a game; it is a way of life. Each and every so obvious. Should the American assault on
allows for this. The player who can blend cunning time wllaten are moved, they must be positioned OMAHA go poorly (or disastrously) and, more im-
and daring and luck successfully will dramatically in such a way as to anticipate any possible diw- portantly, should the British landing at SWORD be
increase his chances of victory. Indeed, it may be ttous wnscquencu of the following defensive firs bloodied by coastal artillery fire, the German may
that this is the only way the German player can win. and enemy wmbat phases. Unlike Dan, I believe have a golden opportunity beckoning him. Should
During the Allied portion of June 6 it is extremely the game to be one where divirionr of one side cm it prove possible to contain (or at least slow down)
important that the Allied player hit the Normandy b c l l l a n c u v d i n w r p s r t a n d ~ w a y r t o d c t e a t the Americans around OMAHA, the German player
beaches as hard as deep and as fast as possible, try- the ensmy. Thc movement rad positioning of divi- should give his entire effort and energy over to a
ing to throw the enemy off-balance, for their June sions defensively as a group is the key to victory. massive assault upon the left flank of the British
6 turn at least. The Allied army is at its most criti- Although this fact docan't help the German on June army. German June 6 movement becomes the open-
cally weak state on this turn and the Germans must 6, it mpmcnta a philosophy of play that must begin ing salvo of the counterattack with the objective of
not be allowed to exploit this weakness. The only onthehtturnandwillleadtoeventualvicmy anchoring the German line in the south hex of
way to insure continued penetrations inland on June (unless the Allies play a flawleu game). "Initia- Oustreham. The target of this massive assault is not
7th and 8th is to firmly seize the initiative this day tive" msrnr nothing in the h t days-since it i8 the destruction of the beachheads but the destruc-
and maintain it. Zht's what my earlier article was only later on in the game that the A l l h can be tion of as much British armor as possible. The
all about. To my mind, a somewhat less-than- dsf~bya&illfulandrenrdourOermrnplayar. British army is extremely fragile during the early
cautious Allied landing and the inherent risk of part of June (and no more so than on June 6 when
heavy casualties is necessary for the fulfillment of GERMAN REACTION there is no Mechanized Movement Phase with which
this prime objective. At all costs the German player to move tanks to support lone infantry units),
must not be allowed to gain the initiative anywhere Just how the German commander reacts to the in- especially since it has little artillery support as yet.
on the battlefield during this opening portion of the vasion depends upon the initial penetrations made Losses cannot be replaced rapidly or abundantly.
game. by the Allied armies. For this reason, the basis for The early loss of major armor assets could spell
Of course, what gives the German player any the German reaction consists of two distinct heavy casualties for the infantry later, which would
reason for continuing the game after the Allied land- approaches-one assuming a solid Allied landing take some time to replace. The overall objective of
ing is the fact that he is quite capable of doing so and the necessity of fonning a defensive line at all the German counterattack then is to stall anv British
ifcertain conditions are right and he has the daring costs (i.e., the Allies finnly have the initiative); and development. We shall look at how this can be done.
to attempt it. It takes intelligence and experience the second assuming that the Allied landing offers
to recognize the conditions which can be exploited. the opportunity for the German seizing the initia-
That only wmes with many playings of the invasion tive. Further, the German commander must divide Refore we am how thia supposedly cm be done,
(even "abbreviated" ones). And the daring to the battlefield into three distinct sectors and handle k ' 8 m i e w w b a t t b o ~ ~ o n J ~ 6
attempt to seize the initiative will come only from each individually: a) the British sector running from rhould be. I agma with Dan that there am two
a German commander who knows that anything less the Ranville area west to Bayeux; b) the OMAHA ~ ~ p o r r i b ~ b u t I h r v
will mean certain Allied victory. Beach area from Bayeux to Isigny ;and c) the UTAH fOruringthotwoplrarwithmray~aff&g
Beach area from Carentan to Montebourg and the
coast.
Foolishness! Time after tim this word has been It is vital for the German player to fully appreci- ~thing8,llkotboe*dtho~las
associated with commanders who try to change cu- ate the extent of the Allied landings in each sector player rad tbo unount of "luck" affecting ouh
cumstances to fit the plan, instead of formulating and be aware of his own capabilities in reaction. pl8yerchuriu,wrlroimporUnrinfroat~
a plan given an immutable set of of-. The The German is quite capable of a fluid response on a,
dkdOll8. h&UlW, YOU hBV0 8 glS k l -
full implications of this statanent will be revealed June 6, able to either form his defensive line back ingthattboowmyplayarir"dw"arunofpd
to the nader as he prognsres through Dan's duailcd away from Allied units (most particularly the luck, h-C *UP W y . 1
plans for the June 6 German player turn. Dan British) so as to escape the June 6 defensive fire I do agma with Dan's wctor urangmmt, and
reprmnta fully one opinion about how the Omnan and June 7 naval fire or to form an aggressive line I'll dSlouu erch sector i n d l v w y in tho 8ame
should deal with the Allied invasion-and it dasn't right on top of the Allied positions. Given this, the foms#. Fimt though, tho @ortmco of UTAH
happen to agree with mine. Dan believes in gain- German must be familiar with his possibilities and EkrchrbouldmtbelJdm&mduI~oDm
ing the initiative early and fighting to maintain it. his limitations. He must be conscious that these will hudone.Ho8tatestlutitrbouldmvotokoufl~
Although the Allied army is indeed weaker than it change from turn to turn (and even from phase to
ever will be again on June 6, the Gemam are phase) during the early part of the game. He must
w& still. The numberaw priority for the Allies continually adapt of else be defeated. Ckm;nir&&*tilo-dcra
b g e a i n p b e a c ~ a n d t h e d e r t r u c t i o n o f ~ Limitations are rather obvious. The Allies will b o a t o f f ~ F ~ o n 1 u 8t nh.eThi, wWbo
coastal gum in order to m r e thore beach land- have stormed ashore in strength, particularly at ~ i n ~ l 8 t o r .
ings. A over-zealous attack is not going to gain the OMAHA and SWORD, and the German player will I don't 8ppmvo of pndng 8 Mg puk towudr
&mum the initiative, since the A l l h already have find himself critically short of units of any type to SWORD I k l that b jurt h ' t vw Im-
into when he prepares to defend Caen. All basic
rational feelings say to defend along the line run-
ning from the hill west of Fort Douvre through the
fort and city down to the Periers hills and woods
to the canal. The double defense offered, the con-
trolling ZOC and the realization of no air or naval
bombardment in the woods-all seem too good to
pass up. One problem is that the line is in range
of most of the guns of the Royal Navy and that a
defensive line here will suffer from massive naval
disruption on June 7, besides the possible losses to
British defensive fire on June 6. A second problem
results from the first when the disrupted units find
themselve unable to fall back in the direction of Caen
fast enough. Thirdly, such a line is simply too long
for the German to hold unless units of the 21st
Panzer are put into the front line; if so done, they
will suffer horribly on June 7 should the divisional
HQ not be able to supply them.
The point to remember when considering the
"passive" defense of Caen is that there is no Allied
Mechanized Movement Phase on 6 June. If you
don't think that this saves the German line from total
collapse on June 7th, try giving the Allies that
E L L IIDDDj
hU13.c h qn
mechanized phase sometime. No Allied mechanized
B25IYPII movement means no defensive fire and no naval dis-
ruption. The German line should therefore be
formed north of Caen but not adjacent to British
units. It must, however, be formed as far north of
the city as possible to allow the 12 SS Division to
-,-
3 ma
use strategic road movement on June 7 to reach
positions at Epron, St. Contest and adjacent points.
With an average landing at SWORD, the German
can expect to have the ~ 7 3 infantry
6 battalion in
m t . bui1d-u~fOrC#).ndmost IUusb.tion 1: Units of the 716th Division after first-turn Gennan
Oustreham trapped behind enemy lines. best, if
large stacks of British units,will land in the follow- movement, positioned nonh of Caen.
not disrupted, the battalion may reach Amfreville
up phase. The C3wmanplayer shouldn't attack here on the east side of the Orne. The remaining units
on June 6 becrw there will be no undisruptedunits of the division should be available (infantry in Fort
to form a healthy line on June 7th if he d w . Always
Douvre and north of the Periers hills may be
thWr ahead. It will be viRUdy impossible to rd- Illushstlon 2: Defense of Bsyeaux in my "passive defense".
reduced).
vance counterattacking units from June 6th. so the
important ones will eid up behind the front line!
Since the entire front will be disrupted daily, there
is the danger of potent British defensive fire and
counterc~unterathcks against disrupted units. This
situation is not only unplc~unt,but also an UM--
wy depletion of the 2lst P u w r Division. Any
semicompetent Allied player will have umor on
the front lines after combat on June 6th, which will
mult in a combined ums modifier of -2 to attacks
against them. Dan fully rerllzes all these facts; the
problem is that he will not modify an rppling plan
to fit the c i r c w m w . The modificetion to his plan
here is to call off the big attack until the time is right.
*
east side of the Orne River by June 7 or June 8 can such misapplications can occur i n a game like on in this issue's "Infiltrator's Report"). he staff
be disastrous). The German commander must insure DIPLOMACY, what must be the situation of the poor of On A l l Fronts will be hosting a series of tourna-
that no possibility of this exists. answer-man for ASL! ments dealing with all levels of Sf expertise, so
While i t might be more beneficialto the German fans of the system should not lack something to
cause to mount an early attack upon a sector of the do during those hots days in Los Angeles.
American line, i t should prove all but impossible
to marshal the necessary forces for the task. I f pres-
WARGAMER'S GUIDE Our booth will warrant a glance by any dedicated
gamer this year. A number of promotions will be
sure is taken off the British line (or if never exerted)
too early, then the British will begin to make rapid
TO THIRD REICH offered. Not least among these, as announced, be-
sides qualifyng for "The GENERAL Subscriber's
advances to the west of Caen around Tilly-sur- I t was inevitable that The Avalon Hill Game Sweepstakes", any new or renewing subscriber will
Suelles. The German player can afford to trade Company produce a "wargamer's guide" to the be given a copy of the latest GENERAL Index
ground for time i n the American sectors; he cannot most popular grand strategic game of all time- (detailing our coverage of twenty years of gaming
in the British. THIRD REICH. After two years of effort, two -1964-1984). And, of course, the drawing itself
A lot depends on the tempo of the Allied land- master players (Marcus Watney and Larry will be held at our booth on the last day of the
ing, granted. But Ibelieve much more depends upon Bucher) have produced the finest guide yet convention-the winner being awarded FREE
the nature of the German commander. If he is in- published. GAMES FOR LIFE from The Avalon Hill Game
timidated by the extent of the Allied landing (espe- More than simply a reprint of articles from Company.
cially that of the British), he will most assuredly the files of The GENERAL, this 48-page, full-
For those who prefer the cold logic of machines,
fall into a defensivestance immediately. That means color guide to the game contains many articles
the ORIGINS '86 convention should see the
defeat unless the Allies are stuck with bad weather on strategy for the individualcountries never be-
premiere of several games from the software
almost immediately. If he is willing to take a fore published. The best of earlier articles have
division of The Avalon Hill Game Company of in-
chance-as big a chance as the Allied command is been updated for the latest edition of THIRD
terest for readers of The GENERAL. Players of
taking i n landing on a hostile shore-then the REICH and reprinted. A four-page "Question
UNDER FIRE, the WWll tactical game on the Apple
Gennan may have a chance to pull out a victory. Box" clarifies and expands upon the rules, while
II, will be delighted to learn that the "Campaign"
Don't give the British player an opportunity to get Don Greenwood shares with the readers a bit
disk will be available. This supplementary game
an offensive launched. Hit them on 6 June, anchor of the history of the development of this classic
expands the scope of the original game, allowing
the German line i n Oustreham and then begin to killgame. Tucked among the text are sidebars to add
for the formation of companies and battalions of
their armor. If you are lucky enough to gain the spice, covering such esoteric considerations as
not only the US, German and Soviet armies, but-if
upper hand on June 6th, or even as late as June 7th,a Russian invasionof Turkey, calculating prob-
the first Extended Capability disk is used-of
then the British army will be i n trouble. abilities in combat, and a classic 3R contest.
Japanese, British and Italian forces as well. Units
Ican just hear Steve now shouting that there is Drafted by the best players of this grand game
can be captured, surrender or retreat as a result
no way the Allies can be thrown into the sea.Iagree.around, every page is filled with informative
However, i t seems quite possible to hold down the of combat. The Campaign Game also speeds up
hints and tactics. If you consider yourself a
the basic game by resolving movement faster by
American forces while you mangle the British. THIRD REICHexpert, you'll be impressed with
(if you're using a Ilc or the Apple Extended
Panzer divisions should have only one function i n the scope of this guide; if you'd like to be, you'd
80-column card) using the extra 64K of memory.
THE WNGEST DAY-offensive action. That may best get hold of a copy.
be out of step with the nature of the game design. Released to acclaim at ORIGINS '85, the Also available will be two conversions of popular
But i t is possible if the German player racks his WARGAMER'S GUIDE TO THIRD REICH is Avalon Hill boardgames. WOODEN SHIPS & IRON
brains to figure out how, and if he has that pre- now available for order by mail direct from The MEN (Commodore 64) features the Basic and
requisite amount of daring i n his own nature. Avalon Hill Game company (4517 Harfard Advanced rules, a true hex map, all the original
Road, Baltimore, M D 21214). Cost i s $5.00. scenarios and the ability to create new maps,
ships, fleets and games. Although the program
~ o n t t w " ~ w " i r j u I t w h r t ( b s Please
~ add usual 10% for shipping and
lacks a solitaire version, we believe that owners
player murt do on 6th June to rurvlw, Tho mmr handling-20% for Canadian orders and 30%
for overseas. Maryland residentsplease add 5 % of the original boardgame will be very pleased with
L ~ t h i r , t h e b o t t o r o f f ~ w l l lWrld
k, the ease of play and faithfulness to Craig Taylor's
o f ~ d u q w O u I i d w 0 f ~ o y m d c w n state ~ sales tax. design. Appearing on the Atari 130XE. Apple II and
rtt8ckI. Commodore 6 4 is GUDERIAN-based on the
Dun't k &led. SWORD will not k the wonkat
uw of tho Wed line. Tho Eridrh rhwld k rblr
AH Philosophy .. .
Conr'd from Page 2 challenging PANZERGRUPPEGUDERIAN. Borrow-
Lybian-American brouhaha, the game follows the ing the joystick-driven system that made GULF
t o h a l d ~ o w a y r i n r t t h o ~ ~ ~ ~popular ~ t h format
o of Craig's FIREPOWER. A simple STRIKE so easy to play, this game features a
clowna~rofthabwdedga. Fortho-, a introductory rulebook leads one into playing within solitaire system that allows the player to command
Britbh -011 owr the Orno L unpl-t-but minutes; later, ever greater complexity can be either side.
ddlnttdy MltdiuItrau. Infm, Imlconuit. added with the Advanced and Optional rules. And, To a large extent, gamer reaction to these con-
T o k ~ i w i a U l b i l n r i b w N n u L n o o o a - of course, game stats for every modern fighter air- versions will decide whether or not we continue
luy for the owman la ln%U)NaiFSTCMY, rim- craft are included, along with a comprehensive list- developing programs based on our popular board-
ply to pmewe uniu for tho oomhg woak~of ing of the composition of the air forces of each games. Right now, PANZER LEADER is being
midon, I t h ~ t ~ t o l o t t h o ~ p l r ynation # of the world. Craig will be running a FLIGHT designed on the Commodore for Christmas release,
fwlhtLbinconaalt8rrwhilelohtwhon LEADER Demo, as well as a tournament for and we have been in contact with experienced
he L cwntmttaakd Ircwr, L will doubt BI, own RUSSIAN FRONT: programmers about other conversions as well.
~ ~ r a d r M i Q . I i t h For e those
~ ~ASL~ fans, the latest module-PARA- So, ORIGINS '86 looks to be the place to be on
r loollrh oountmkk on Jum 6th that k 1 ~ 1 - TROOPER-will make its unheralded appearance. the Fourth. Stop by our booth and greet Craig or
~ r r w l ~ e d b y t h r B r i ~ ~ . t h r ~ The w i module,
ll intended to serve as an introduction Don. For those of you who will not be present,
to this extensive simulation system, will be a small perhaps one of the many other exciting get-
investment for those who've not yet decided to togethers of the summer gives you the chance for
* *
take the plunge Designed to serve as an appetizer, meeting one or more of the designers; look for
novd p e d t WI thoufit to taka I&. k e rhould the module has one new board, counters cover- them at ATLANTICON and DIPCON among others.
u w BI, "-" until tho dmo Is @t to urr it. ing only a fraction of the American and German
Dimodon k tho bettor put of valor. OBs, system counters enough to play the eight
BEHIND THE HIGH-WATER MARK
More Realism for THE LONGEST DAY
By Charles E. Duke
Avalon Hill's f i s t monster game (I refer to bly best for the Allied player to simply concede nominal, but Montgomery advanced ten kilo-
its size, since ASL is a "monster" of another the game; that way you can begin another with- meters towards Falaise.
sort) is a real gem because of a characteristic out too much difficulty and time wasted. Air- The last carpet bombing of the campaign
rare among its kind - playability. However, I do borne HQ also get killed off with distressing took place a week later, during Operation
feel that more realism can be added without frequency; the British 6th Airborne HQ buys Cobra. Originally slated for the 24th, bad
detracting from that cardinal virtue. Specifi- the fann virtually every game. But historically. weather forced the cancellation of mission.
cally, I refer to the matter of "beach assault", a no Allied HQ was lost on D-Day (at least, not to However. 350 bomber crews did not get the
matter of crucial importance. The root of my the extent implied by an HQ-loss in TLD). message and so dropped their bomb loads.
desire to revise the rules lies in Omaha. Again, this should imply that they couldn't be some of which fell on American lines. The next
On the average, the Americans will lose 1.67 destroyed, but it does leave me with the impres- day, the real attack took place with 2500 planes
beachheads on Omaha Beach to coastal artillery sion that such should not occur so often. and 4000 tons of explosives. This time the
alone (Table 1 illustrates the probability of los- Allies elected to use napalm and light explo-
ing any given number of beach sectors there) in TABLE 1: Beachhead Loss on sives to avoid rubble and craters. The bombing
TLD. The percentages don't seem to be too bad, was successful and destroyed the remnants of
until you consider that there is about a one-fifth Omaha Panzer Lehr, paving the way for the break-
chance of losing three or more sectors - and through.
more than 50% of losing two or more. Then the As can be seen, strategic bombers were
situation takes on another perspective for the diverted from their usual chore of deep interdic-
prospective Allied player. Further, the table tion only four times, and three of these
does not show all the truth. since it assumes that instances fell within an 18-day period. It is
should a given group of invaders survive obvious that such use should be limited.
coastal artillery it will automatically take its Finally. imagine any general, his staff, a few
beach sector (which is far from a sure bet). clerks and second-rate HQ troops making a
Although there are a lot of variables to be taken There are other historical aspects that can be dashing penetration alone into Britanny. Any
into account, I calculate that if there were no incorporated into the game readily enough to Wehrmacht battalion could have dealt with
adverse enemy coastal artillery fire results, still satisfy the simulation freaks among us. them quite easily. Would you consider this a
only about 80% of the beachheads will be taken First is the fact that naval gunfire could. and breakthrough? I would not. But the rules as they
(that is, four). If we combine both factors, the did upon occasion. destroy bunkered coastal stand require the exiting of only HQ units from
average beachhead loss on Omaha will rise to guns. It could also decimate enemy tank and the map edge - no matter what the condition of
about 2.33! The reader might disagree with me, infantry units moving up to the coast. as many the division. Experienced players tend to leave
but I consider the loss of more than two beach- references to various amphibious landings the HQ of some burnt-out Allied unit laying
heads a complete disaster for the Allies, per- demonstrate. Naval fire in THE LONGEST around near the front lines to use it just for this
haps spelling utter defeat. It should simply not DAY should be capable of inflicting step losses. purpose. Let's curtail this "cheesy" strategy and
happen so; the Americans, who did in fact have The unlimited use of carpet bombing by the get back to what the Allied invasion intended to
bad luck on Omaha Beach on June 6th took all Allies is certainly not historical. In fact, it is a accomplish.
their assigned beachheads (reread the footnote quite objectionable "what-if' incorporated into
for the 352 Infanterie Division in the rulebook). the game system, as footnote #21 admits. The The following variant rules pretend to make
Of course. the possibility of losing one or Allies used carpet bombing precisely four times the beach assault more realistic and exciting,
more beachheads should exist in the game sys- within the period covered by the game. The first and seek to simulate to an extent the other mat-
tem. But this should only be a possibility -not a use was quite unimportant; it occurred on D- ters mentioned above. While these variant rules
certainty! The design problem is how to dupli- Day and was intended to fall upon Omaha do tend to favor the Allies, the new Victory
cate the terrible losses suffered by the Ameri- Beach to destroy obstacles and suppress the Condition proposed should balance this. Play-
cans on Omaha, yet not unbalance the game in defenders. Because of the bad weather. the ers of THE LONGEST DAY are urged to try
favor of the defender. Note that I am not com- planes dropped their loads further inland in some or all of the variant rules below to find the
plaining about the heavy casualties the "super- order not to hit their own troops by mistake. In mix that best suits their own version of bal-
killer" coastal guns might cause, but of the fact fact, the attack fell upon units of the German 1st ance.
that a simple hit with a single die roll will stop Flak Brigade, destroying a goodly portion of
the invasion of a sector dead in the water. The their transport and weaponry. But in the game. 1. All of the units of the beach-assault wave
German player usually has a straight 33% prob- the use of the heavy bombers in this mission, must be placed in the corresponding Landing
ability of hitting each sector. Rommel would regardless of what they might destroy, means Box and participate in the attack. They must
have loved any weapon capable of doing that. no interdiction of enemy reinforcements (and land or die in the attempt; such units may not
It is true that a coastal gun can fire a lot of probable doom for Allied plans). No intelligent rcmain at sea nor return to the display cards in
rounds at a lot of targets in a day - but not player would ever use the carpet bombing even this phase.
simultaneously. And if it was dispersing its f i e if allowed. 2. Assault-wave units may overstack in
along a 30-kilometer front, what would that do The heavies were not used again in the bat- beach hexes during the Beach Assault Phase,
to its effect? It was early dawn and the invasion tlefields of Normandy until 8 July. On that day but this situation must be corrected in the fol-
force was large, but the best of gunners could 460 planes dropped 2300 tons on top of the 12th lowing Movement Phase. By the end of move-
not hit them all as they surged ashore. Ameri- SS Panzer in Cam. The Germans retreated and ment, no overstacking is allowed.
can losses at Omaha were heavy. but not such the British finally took the city, but were 3. Assault-wave units may ignore "Retreat"
as to stop the invasion. slowed by the rubble created by the bombing; results in the Beach Assault Phase.
Another crippling aspect of this quirk is the when they arrived at the Orne bridges, they 4. Assault-wave units that, for any reason,
exceedingly frequent loss of Allied headquar- found all of them blown. Ten days later. fail to take their beach must be placed in the sea
ters units. It is not unusual for the Americans to another carpet attack was launched as support hex located between the Landing Box and the
lose one, sometimes even two. HQ units at for Operation Goodwood; 2100 bombers beach itself; this represents them clinging to the
either Utah or Omaha. In this case, it is proba- dropped 8000 tons south of Cam. Results were sand behind the high-water mark. Such units
are said to be "Pinned". Pinned units cannot 15. The German player may declare a Ger- This "purity of purpose" carries over to
move; but if they are not disrupted, they may man division "disbanded" at any time. The HQ the individual campaigns and battles in a
attack the beach hex (only) alone or in conjunc- is removed from play and all surviving units different sense. One nice thing about the
tion with other Allied units from other hexes. under is command become independent there- actions in WW2 were that the goals were
They may be evacuated back to the display after. A division must, however, have lost two- relatively well-defined. No Korea or Viet-
cards in the Follow-up Phase or later, but they thirds of its total steps to be disbanded. nam this. Even on a strategic scale, there
would receive coastal gun f i e in doing so. No 16. VICTORY CONDITIONS: The Allied was a definite "victory" that was aimed for
follow-up or build-up units may reinforce a player must exit three divisions (one of which (whether it was reasonable or not). Capture
pinned unit. must be "tank") through three different lettered or defense of a city, destruction of a fac-
5. Pinned units may be attacked from the hexes off the mapboard. To be eligible, a divi- tory, the sinking of a fleet, success or
beach hex they confront. Artillery ranges are sion must exit all of its surviving elements defeat were identified and what remained
counted to the Beach hex - not the sea hex the (which must represent at least two-thirds of the was merely implementation. This makes
counters physically occupy. steps of the division at full strength) plus a sup- designing, and playing, a wargame based
6. If, at the moment that the Allies finally plied HQ. Further. the units must exit within on the action much simpler. At the very
take the beach hex, at least one of the original five days from one another, that is, for example, least, it makes the wording of Victory Con-
assault-wave units remains there (pinned). a if the fust unit is exited on 15 July, the last must ditions easier, and every player will be
beachhead is created, otherwise, it is lost. exit by 20 July for the division to be counted aware (and likely agree with the precepts)
7. Coastal gun fire is modified. A given bat- towards the Allied victory conditions. of what is expected of him to "win the
tery may only fire at boxes of a single beach German victory conditions for failure by the game". In sum, it was a very "logical" war.
(i.e., Omaha, Utah, Gold, etc.). Within that Allies to take certain cities by certain times And wargamers thrive on logic.
beach, it may fire at each and every box. remains unchanged, and is considered decisive.
8. All coastal guns firing at a given hex must Otherwise, the level of victory depends upon So the personalities and hardware seem
join and their attack factors are added together; the date the last unit of the three required divi- larger-than-life (with all the romantic bag-
however, each separate unit within the box sions exits, as shown below: gage that phrase conjures), the research
must be attacked separately using the attack material is readily available to anyone with
factor. Example: A box is attacked by five TABLE 2: Variant Victory an interest, the action is varied and can
coastal gun factors and it contains three units; involve nigh anything, and there can be
the German player will roll three times under Conditions clearly defined goals set forth in the rules.
column "4-9". once for each unit. A hit is still All this lends itself to the designing and sell-
"Ll" and disrupts the target, but it affects only ing of our wargames.
the unit being fued upon at that moment. Now, one can argue the "chicken-and-
9. Disrupted units cannot attack, but other egg" conundrum for each of the points
disrupted units in the stack may do so (possibly 16-31 Augus German Marginal made above. Are WW2 wargames popular
taking the beach). Disrupted units "going 'Aftex 31Aug German Decisive " because they are the most numerous; or
along" in an attack share any adverse results the most numerous because they are pop-
rolled for the attackers. If all of the units in a In summary, these simple variant rules make ular? Are there so many on store shelves
sector are hit and disrupted, no attack can for a more realistic game. Those players inter- because the designers (who are notori-
occur; instead all units suffer an additional ested in THE LONGEST DAY as a historical ously lazy researchers) have ready access
"Ll" and are pinned. study might find them especially interesting. to the information necessary to design
10. Headquarters units must be hit twice in They do change the play balance slightly, but them, or vice versa? Does the subject tru-
order to be destroyed by coastal artillery. The this is easily countered by adding some of the ely lend itself well to simulation in card-
fust hit entitles the German player to a second optional rules that favor the German player if board, or only seem that way because
roll. A miss on the second roll means that the you think it necessary. I. personally. feel that other conflicts have not been explored as
HQ is disrupted; a hit on this second roll elimi- the original design favors the Germans anyway. thoroughly? Does the world of wargaming
nates the HQ.
11.Allied HQ may not be attacked by coastal
artillery in the German Defensive Firc Phase of
6 June.
so the above variant rules merely bring the
game back into line.
* really need a dozen innovative interpreta-
tions of the Battle of the Bulge; or are there
a dozen because the topic is so vast that a
couple of sound designs can't cover it ade-
12. Craft chits numbered "4"."5". "6" and
"7". The Allied player must draw one secretly AH Philosophy ...Cont'dfrom Page I0 quately to the satisfaction of the fans?
There is, however, one reason for commer-
at the start of the game, the number upon the cial wargaming's devotion to World War II
chit indicating the number of carpet bombing definitive end. The Allies were "right" and that overrides all else I believe.
missions he will be allowed in the game. The the Axis "wrong", in both their goals and in Ithink in our study of the war, through the
player retains the chit to show to the German their conduct of the war. (I'll leave the medium of our paper pasttime, we
player at game's end In addition. no more than debate as to whether the West then squan- acknowledge the debt we owe our fathers.
three carpet bombing missions are allowed in a dered that sacrifice by falling back into the They fought in an honorable cause. They
single month. The Allied player may, however. old pattern of appeasement afterwards lived "The Great Crusade". Whether they
"feint" carpet bombing missions by moving the until another column.) With 50 years now took up arms for volk, the Emperor, the
heavy bombers to the Holding Box even if he distancing us from the pain and bloodshed, Motherland or democracy, they sacrificed
has no attacks left. we can all at least agree that "justice" was everything they knew to back what they
13. On the Bombardment Table. a result of served. Even the citizens of the defeated believed. I doubt if many, or any, of us feel
"6" under the 23-30column is now "LS" in nations have, I suspect, a grudging that we will ever embark upon such a his-
addition to disruption; a result of "5" or "6" approval for the outcome - if not the meth- toric endeavor. Or have the passion to
under the 31+ column has the same effect. If a ods used to reach it in all cases. Germany make that kind of commitment. Our lives
coastal gun is in the attacked hex. it has priority was a nation of brilliant people, led by mad- are more prosaic; the critical issues facing
over all other units in the hex to suffer the step men into the terror of total war. That's why our societies are more complicated and, for
loss (this to prevent a tactic once used in its defeat was made the priority, first at the the moment. less immediate. It's hard to
PAmER LEADER - placing a unit on top of a "Arcadianconference in late 1941 and later say what's "right" and what's "wrong".
bunker to "defend" it from naval gunfire). reaffirmed at Casablanca. Although we can But our fathers could. And through our
14. Allow tank destroyer and self-propelled
gun units (which are AFVs after all) to take
armored type replacements.
certainly admire the professionalism and
heroism of the enemy, no one questioned
(or questions) why the war was fought.
wargames we seek, in some small way, to
recapture that spirit.
*