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The Normandy Campaign box art

The Normandy Campaign

Players

2

Time

?-?

Age

12+

Weight

2.89

Rating

6.44

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Normandy Campaign has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

The Normandy Campaign has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The player interaction score is average, and the game is moderately easy to learn.

Luck profile

The Normandy Campaign has a moderate level of luck involved. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The Normandy Campaign is a two-player game on the fighting in Normandy which occurred after the Allied D-Day landings of June 6, 1944. There are two identical maps, one for each player each hidden from the other. Hexes are 10km, each turn 3 days, counters are from regiments to divisions. Each turn consists of multiple movement and combat phases for each player. Movement into enemy territory is done by stating the hex you wish to enter. The opposing player must state if he has a unit in that hex, if not movement succeeds and may continue. If so, an attack may take place if desired, and may involve multiple units on both sides with the attacker coming from one or more hexes. Units are only revealed during combat. Combat losses are in steps (7-8 becomes 5-8, then 3-8, then 1-8, then elim, etc) and determined by dice on a CRT. Supply, fortifications and air power rules are included. Victory is determined per scenario and is based on liberating cities or for exiting the west edge of the map. This is in the same series with Operation Market Garden: Descent Into Hell

Editions

Edition Year Language Publisher / Region
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Credits

Designers

2
Ben Knight B. Dennis Sustare

Artists

1
David R. Deitrick

Publishers

1
Game Designers' Workshop (GDW Games)

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