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Breakout Normandy

Breakout Normandy-1993

Breakout Normandy

Design James Stahler and Don Greenwood

Components

  • 2 22" X 16" mounted mapboards
  • 3 setup cards
  • 36 page rulebook
  • 4 six sided dice 2 white 2 colored
  • 2 sheets of diecut counters

DAWN ... June 6,1944... The greatest amphibious armada in history stands readt to assault Hitler's Fortress Europe. The pastoral silence of a new summer day is shattered by the cacophony of naval gunfire hammering the shore as it walks inland to the German bunkers.

Overhead, the skies are dark with Allied aircraft adding to the crescendo of battle. Inland, three airborne divisions, dropped during the night, are already engaged in a life and death struggle for control of crucial bridges and road junctions. As the din of the bombardment lifts, the first wave of landing craft turns toward the beaches, and the sounds of battle take on a new pitch as German defenders miraculously rise from the rubble to contest the beach.

The battle is joined. What Allied planners envision as a quick break through to the interior will soon bog down into a ten week battle among the hedgerows characterized by some of the most bitter fighting of the war.

This is BREAKOUT: NORMANDY. ..a graphic portrayal of the first week of battle in which Rommel's panzers struggled to throw the Allies back into the sea. The game is at the cutting edge of Area Movement combat simulations. The semi-simultaneous movement system provides the ultimate in player-interaction-induced tension without the tedium of recorded moves usually associated with Simultaneous Movement games. The "you go -I go" pressure of the impulse system against the backdrop of the ticking time bomb posed by an unpredictable sunset has been enhanced by the addition of changing weather and the need to safeguard or destroy bridges. Both players have pressing needs all over the board, but can scratch only one itch at a time. The move-not-taken this impulse may not be available in the next. The need to constantly prioritize needs along a changing front keeps both players at the edge of their seats. Should the Germans risk moving Panzer Lehr now despite savage Allied air interdiction, or wait for cloud cover that may never come? Should the British storm that bridge or first soften the far side of the river with a preparatory barrage? The cautious route may yield a destroyed bridge before the Allies can cross. These are just two of a never-ending series of tough decisions YOU must face in BREAKOUT: NORMANDY.

.VARIABLE GAME LENGTH: The basic game depicts the first week of the invasion in a finely-tuned competitive contest that can be played in under four hours. If you prefer to relive the Great Storm or the fall of Cherbourg, opt for the Extended Game with Sudden Death Victory Conditions that can last up to 12 hours.

.SOLITAIRE FEATURES: Although designed for two players, each game day is composed of an indeterminate number of impulses and possible weather changes beyond the player's control which create unbelievable tension even when you're playing by yourself.

.DUAL COMBAT SYSTEM REALISM: Players opt between Assault and Bombardment impulses; assaulting to take ground and bombarding to suppress the defense. This yields the most realistic combat system in the series to date while retaining its basic "no CRT' simplicity.

.PLAYABILITY: The combination of Area Movement and large pieces make this one of the most playable realistic wargames you will ever play.

Based on the Strorm Over Arnhem system of altenating player moves. Takes you from the landing to the possible breakout.

Breakout Map

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