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Anzio Beachhead box art
1969 Ranked #17,980

Anzio Beachhead

An operational World War II wargame has Allied and German commanders contest the Anzio invasion and its threatened beachhead. The attackers seek to isolate German forces, while a successful defense can destroy the invasion before relief arrives.

Wargames Wargame World War II Hexagon Grid Magazine: Strategy & Tactics

Players

2

Play time

Not listed

Age

12+

Complexity

2.86/5

Rating

5.82

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Anzio Beachhead is an operational level simulation game of the allied invasion of the Italian mainland near Rome during WWII. The invasion began January 22, 1944, under the code name Operation Shingle.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Anzio Beachhead is an operational level simulation game of the allied invasion of the Italian mainland near Rome during WWII. The invasion began January 22, 1944, under the code name Operation Shingle. It had the Alban Hills and the isolation of the German army as its objective. Failing in this, Allied troops would have to hold until relieved. Here Hitler recognized Germany's great chance to destroy an Allied invasion. Had his troops succeeded in destroying the beachhead, the war in Europe could well have been lengthened. Anzio Beachhead is a two-player game in which one player controls the German forces while his opponent controls the Allied forces. Game Scale: Turn: 24 Hours Hex: .9 mile / 1.34 km Unit: Company/Battalion/Regiment/Brigade Game Inventory: One 17" x 22" Map One counter sheet (100 1/2" counters) One 8 page rule booklet This first appeared in Strategy & Tactics magazine #20 in December 1969, along with Bastogne. SPI later released it in white box and black formats during the 1970s. In 1990 it reappeared, with minor revision, in S&T #134 (May/June 1990). Per Jim Dunnigan: "AB was seen as another situation like the Bulge, where the attacker had a rapidly declining edge. The original American commander was not bold, and lost. So the idea with AB was to explore the what if's. At that time, I had been working on designing games for about eight years (since I first discovered the AH games.) Before that, I was always interested in the details of history, and how they were connected. AH wargames were the first time I saw someone else thinking the same way, and doing it in a novel way. I was always building on that." "I had been designing a similar game, called Italy, which incorporated the rest of the Italian theater, with a smaller scale map of the Anzio area (ie, two interrelated games, one strategic and the other operational). But when Dave's game came in I thought it did a better job of the Anzio section. We had come up with some of the same solutions, and his game was more compact and suitable for the magazine." (e-mails with Neopeius, 9/5-6/11)

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
60 min
Age
12+
Complexity
2.9/5
Credits and catalog connections

Credits

Designers

2
Vance von Borries David Williams (I)

Artists

3
Joyce Gusner Ted Koller Redmond A. Simonsen

Publishers

3
3W (World Wide Wargames) Poultron Press SPI (Simulations Publications, Inc.)

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