Table feel
The game has a moderate level of direct confrontation and strategic depth. Players frequently need to be aware of and react to each other's strategies. However, there is less emphasis on cooperation.
Players
1-4
Time
?-?
Age
?+
Weight
3
Rating
6.81
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The game has a moderate level of direct confrontation and strategic depth. Players frequently need to be aware of and react to each other's strategies. However, there is less emphasis on cooperation.
Salerno: The 1943 Allied Invasion of Italy has a high replayability score due to its high variability gameboard, the availability of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
The final luck score for Salerno: The 1943 Allied Invasion of Italy is 7, indicating a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Salerno: The 1943 Allied Invasion of Italy. The first game in the Variable Combat System series Players take their choice of the Western Allies or the German forces and recreate the operations that took the war to the Italian mainland. Two medium sized mapsheets containing three areas connected by movement tracks join three operations designed to push the German armies out of Italy. System uses a chit pull combat method that enhances the challenge of combat. Limited knowledge of exact enemy strength make planning combat an undetermined affair, as it always is, and the job of commander more demanding than ever. Three alternate history scenarios accompany the overall historical campaign and an invasion only short game. The game length is 18, 1/2 day turns. Support point driven system with 6 levels of terrain. Rules include naval gunfire, radio controlled guided missiles, bridge, road and port demolition, rubble, port assault, entrenchments, strategic movement, variable reinforcement, beach assault, commandos, paratroops, ranged artillery, air power, combined arms, divisional integrity, elevation shifts, sea movement and replacements. Game Scale: Game Turn: 12 hours Hex: Map A & B = 1 mile / 1.6 Km, Map C = 3 miles / 4.8 km Units: Company to Regiment Game Inventory: Two 22 24" mapsheets Two dual-side printed counter sheets (1 of 280 & 1 of 140 1/2" counters) One 12-page VCS Standard rulebook One 24-page Salerno Exclusive rulebook One player aid chart (2-sided) Two 6-sided dice One stowage tray
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