Confessions of a Monster Wargame perv..........SPI's Atlantic Wall.....
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Normandy Landings Reference Picture :
First of all - I am aware that the pictured game map is not the SPI Atlantic Wall version. Unfortunately, I cannot readily find one with the correct perspective. This will do brilliantly for reference purposes. The counters look like they are positioned for the 8th June evening turn, but that is an irrelevancy.
So - Simulations Publications Incorporated; faced by the, ` gods of Wargame design ` , at that time; Redmond Simonsen, Joe Balkoski et al,..... gave the chipmunk brainer, wargames fraternity, their second instalment of the ` Wacht Am Rhein ` - Battle of the Bulge game format, The resplendent Atlantic Wall - Invasion of Normandy.......This,... like the previous Wacht, had a 5 map, monster game-play surface area. I fortunately, at the time,.... managed to buy a 8 foot by 4 foot piece of hardboard, which when popped onto a large chest of drawers,...was quite adequate as a playing area. One thing that veteran wargamers might remember about buying SPI Products,... is the lovely smell that emanates from the contents of these gameboxes,... some sort of early, subliminal counter colour treatment effect, which made you want to buy more stuff, perhaps
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So,....as with most monster wargame pervs, you open the box slowly to reveal it's delicious contents. First ,you see and take out the chunky Rules booklet and then the scenario booklet, and then the Combat Results table charts and other applicable game play aids. Then you are confronted with the black plastic counter trays,...... of which from previous experience, you already know that, no way in hell, will they be enough,....not for 2000 odd counters.( " Use the counter trays from your other games " well that would work if you want to unorder 1000`s of other counters - I actually used ths square plastic thingy which females use for storing different button types - smarter than the average bear and you could label the front with the divisional contents }.
Then you pluck out the 3 dice and get to see the counter sheets in all their magnificence; green, tan, black and grey with a small amount of red for the British airborne. The surprise here, when you closely examine the German counter sheets, is that there are company level units available. Coooool !..... Wacht had no German company level units apart from 4 units of h (whose name escapes me ), been a while
,....who parachuted north-west of Malmedy on the first day and were more blockers than potent combat troops. The point being that the original Wacht game penalised the german player way too much in not having company breakdown ability. This was blatantly obvious, wherein subsidiary diverionary attacks on the flanks of main attacks were so costly , especially at the mid-game point , that a wily german player would mostly be discouraged from making too many offensive attacks as the collateral attacks negated any gains of successful assaults that were made........... I have read somewhere, probably a magazine article - possibly Moves magazine; that the German company level units were originally mooted for inclusion, but were cancelled due to counter number restriction; this in an age before computer digital printing wherein technique and cost limited design and colour variation, as well as content.I forgot to mention that you get about 30\40 Allied ship counters.......
Where was I,.....Oh yes !, after looking at and counting the number of total counter sheets; you are then presented with the game maps. The game area seems to be OK,..... but the thin spatial area between the coastline and the southern map-edge raises an eyebrow of suspicion, especially as only the top third of the city of Caen is shown; Hmmmm !...... also seems to be a lot of green bocage country hexes. The map anyways is pleasing to look at and when joined up; gives you the monster birds- eye view experience.
This is the point where your stomach starts groaning and you fold up all the stuff, re-box the contents and go off to fill your face with a meaty mouthful, washed down with a hot liquid of your choice.
You pat your belly with satisfaction, adjust your waist belt, and then devour half a packet or box of chocolate covered biscuits, crunch, crunch..muuuunch,......buuuuuurp ! and ruminate as to when you will begin your attack or defence of the Normandy coast. Rommel or Eisenhower; difficult decisions are the privilege of rank...
Notable changes to the previous Wacht game Were not only the company level units....... Another huge issue with the original Wacht was inevitably the Combat Results table. The problem was simply that it was polarised almost completely towards a defensive stance. You really needed a lot of odds in your favour, as the german player to achieve consistent results and momentum. Unfortunately, the overwhelming preponderance of American artillery units,( Albeit historically accurate),..... just were able to defensively blast the crapolas of selected hi-intensity german attacks. This translated into powerfull attacks struggling to get even a retreat result for the american defenders who could be facing elite german armour and mechanised unit stacks, not that realistic in formal terms. Fortunately, the lesson was learned by the designers, as the Atlantic Wall Combat Results table was increased from the usual 1-6 option results (Using 1 six sided die ) table to almost twice that, giving a greater variance of result effect. So even a crappy attack might,....just might get you a slight retreat result for your opponent or a completely neutral result for both combatants.
What other changes were made; Ummmmmm !.........this may be wrong,.....as I have been through a lot of monster games;.....I believe that some units had 3 steps before they were removed from play;i.e. a battalion took loss and was flipped over to it's weakened reverse side and then if attacked again , went into cadre status; like a company marker. By and by; an annoyance with the company level units for the Germans was that they were all Wermacht grey, even for the black SS unit counters.
What about the game-play then.....?, Marshal ?......." I'm glad you asked me that,..... Chipmunk brainer !" People,... often, when describing boardgames, seldom go beyond what it is and what you get and, of course, apparent flaws. With Atlantic Wall; there was a way for the Germans to win........no chance in Wacht,....unless you were playing against a drooling baboon or a Canadian. This piece of fortune would only become apparent in your third serious attempt at gameplay.
Obviously, most gamers will initially test out the beach landings to get a feel for things; how the ships bombardment works, air interdiction, entrenching etc. Now this is only he minutiae but is crucial to the later development of things........well, any player wants to use tactical skill but it is more fun when things turn out historically. The perfect example of this, is the Omaha Beach landing site. A seasoned and savvy German player can make this a living nightmare for the american player. This however is also determinate by the game mechanics;i.e. if the shore bombardment is comparatively weak and the die rolls are consistently medium to high level for the German player; Omaha becomes blocked, giving time for the german player to move in battalion sized re-inforcements. The American airborne units usually scatter all creation and generally, being of company size; do not pose a serious threat as they have to keep Omaha and Juno linked. Omaha beach is a nightmare only one in say 5 times and a relative nightmare for 3 out of five times. In fact you can udge your overall progress from this landing alone.
Juno beach is a pushover and the German player will make some nasty counter-attacks, which fizzle out once enough American infantry land. The Brit/ Canadian beach landings are much easier, due to the terrain, but, a wily German player can pull off a nasty surprise. The Brits try to build uo a 4 to 5 hex bridgehead, aided by some light tank company units and generally get stuck pretty well in. " Up the Ox & Bucks, and then down to the pub for a swift one ! ". Now a good german gamer knows that if he sacrifices his initial armor complement and simply blocks the front of tha attack; he has enough power to do so.This is done by using the depleted 21st Panzer Division which is initially split into 2 Kampfgruppen in and before the city of Caen. A cat and mouse tussle ensues with the German player feeding in Volksgrenadier regiments for about the first 2 days. Naturally if Omaha beach is blocked up nicly another couple of Volksgrenadier regiments can hit the Brits in flank. This should work nicely for the triumphant arrival of the 12SS Panzer Division; a bit depleted, but ready to go. These buggers can split into 3 attack columns and hit the eastern flank or cut up a chunk of the Brit main assault. The terrain is clear and acessible close to the landing beach and as a rule, the allies will be bunched up in disorder, and now is the time to focus the german artillery on causing company retreats , which cause overstacking in hexes and so easy meat eliminations, as they cannot retreat into hex ovestacking. You can hear Rommel weep for joy , as some of his panzers do the work they were intended for.
The British 6th Airborne Ds too weak to mount anything problematic for the German player and has to worry aboutan infantry enemy division arriving from he eastern map edge. So in this game; the German win, all things being equal ,once in every 4 tries.
As for Juno Beach landing: as said, there are some german attacks which trail off. Eventually, the American 4th and 29th infantry divisions , with some small armor addition will see the germans set up a defensive line some 15 to 20 miles south of Cherbourg. Their main role to occupy the Americans for the rather late than never, 17SS Panzergrenadier Division which is meaty enough to balance the situation out. Given the optimal results for Omaha and British beaches; it's game over for Eisenhower, Churchill and John Wayne,{ 1 click is answered with 2 clicks........Click Click ! ".].........:laugh: