[messages] [Opponents Wanted] Normandy game

Gryff ml_berlin at yahoo.com
Wed Mar 21 03:30:21 CET 2018


Well, I know 'simultaneous movement' only from PC games, sounds rather
chaotic for a board game:-)
There are several phenomenal changes in the design of B:N and it's
predecessor Turning Point: Stalingrad compared to the traditional
wargames.
-There are 'areas' instead of hexagons, which can hold up to 10 combat
units( of each side). When it's your 'turn', here called _Impulse_, you
can activate __ONE__ of the areas to perform any kind of action for each
of the units there, some could move to another area, some attack, some
entrench etc.
However, the number of impulses per day are unknown! The roll of 2 dice
must be higher than the current impulse number. The more impulses had
been played at this day, the less likely it will continue for another
round. That forces the players to make different decisions as in
traditional hexagon wargames. 
What is the most important move now?

And the absolutely most important effect on gameplay is that you don't
have to watch another player for an hour or two to move all his
pieces.Instead it's a matter of seconds or sometimes a few minutes for a
tough decision, before it's your 'turn' again.

Both games have a breakout or breakthrough scenario, which increases the
thrill and urgency of your decisions.
Because after a breakthrough, the defenders are usually too weak to
re-conquer an area. But that is not their job here!
The defenders want to slow down the attackers, which have overwhelming
forces in both games, but unlike most other wargames  both games are
played in weeks, that means after each week the VP score is checked, and
only if the VP score is a certain number, which means a 'tie' has been
scored, the game continues in the next week. Otherwise a winner is
determined by the VP.

The gameplay and strategies are asymetric for the two sides. Attackers
never lose troops permanently, instead they need a different amount of
days to be replaced and resupplied, depending on the combat
result(=remaining inactive with reduced defense value meanwhile). This
radical change and some others, like that the combat value of attackers
and defenders are calculated in a different way, confused or surprised
new players who played traditional wargames before, including myself :-)
Some even thought the games were totally unbalanced, which is not the
case. I can't deny an advantage for the attacking nations, _(especially
in TP:S, which makes is most suitable for beginners to start with the
series)_ but it is rather slight. The problem is that the design concept
of an overwhelming force with a time limit is very different from
traditional wargames and if the defending side don't comprehend that he
should trade lives for time, aka slowing down the enemy most of the
time, by clever planning, instead of attacking by himself, this slight
advantage becomes huge.
In B:N the Germans have some elite SS units, some coastal artilleries
are monsters, so some counterattacks will happen and it is not as much
'only-defensive play' as in TP:S for the Russians, however that depends
on the weather also, without some storms or bad weather the Allied air
suppority will prevent the most German offensive actions because of the
risk.

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Read this topic online here:
http://www.vassalengine.org/forum/viewtopic.php?p=55033#p55033


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