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France 1944: The Allied Crusade In Europe box art
1986 Ranked #11,871

France 1944: The Allied Crusade In Europe

Operational World War II game has commanders activate headquarters, direct forces, and break through France. A time track makes each action consume future options, limiting exploitation of any success.

Wargames Wargame World War II Chit-Pull System Grid Movement

Players

1-2

Play time

Not listed

Age

12+

Complexity

3/5

Rating

6.20

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

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?

(David A. Vandenbroucke review - http://grognard.com/reviews/france44.txt): France 1944 (Victory Games) is a Mark Herman design.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

(David A. Vandenbroucke review - http://grognard.com/reviews/france44.txt): France 1944 (Victory Games) is a Mark Herman design. It's a 130 counter, 1 map game of the breakout and pursuit across France. Units are divisions, I believe. Components are up to VG's usual high standards. Complexity is rated as "low," and solitaire suitability is "medium." The most interesting aspect of the game is that it seriously tries to model time over the course of the player's turn. You activate HQs, which can then control a varying number of infantry or armor units, depending on nationality. There is a track display that you use during movement/combat. As you make decisions about which actions to take, you branch along the track, limiting your options about what you can do next. Essentially this captures the passage of time required for certain actions. It's easier to play than it is to describe. For example, suppose you have an armor division near the enemy and a couple of infantry divisions further away. If you move up the infantry to attack and make a breakthrough, the armored unit will probably not be able to move very far through the breach. In effect, the armored unit has spent most of the turn waiting around for the infantry to get in position and make its attack. The game puts emphasis on elite units on both sides and on the brittleness of the powerful British formations (no replacements). Chrome rules cover Market-Garden and the Bulge.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1
Play time
360 min
Age
12+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Mark Herman

Artists

2
Ted Koller James Talbot

Publishers

1
Victory Games (I)