Dav Vandenbroucke - Jun 8, 2009 7:56 pm (#45102 Total: 45268) A good workman doesn't complain about his tools because a good workman picks good tools June '44 Over D-Day weekend, I played a solitaire game of DDH's June '44. It's a fairly small game, which was why I picked it. I wanted to be able to learn it and sit down to play before the weekend was over. It worked out pretty well. The game is a division-level treatment of the Normandy campaign, from the invasion through early July. The components were all quite good: an 11x17 map, a sheet of die-cut counters, a rule book printed in color, a two-sided player aid card, a deck of event cards, a 10-sided die, and a few zip lock bags. None of the parts had a real "wow" factor, but neither did anything seem substandard. One nice touch is that the unit counters all feature the appropriate organizational badge. It's a pretty straightforward game. The play is movement and combat. ZoCs stop movement but don't force combat. You can move from one controlled hex to another if you are moving into a hex that is occupied by a friendly unit. Combat is a bit nonstandard. You may attack a hex with only one stack. However, you do get "flanking" bonuses if you have friendly units that are adjacent to the defender but no other enemy units. Combat is resolved by calculating a strength differential, and then each player rolls on the CRT using the proper differential. For example, if the attacker has a +4 differential, then he would roll on the +4 column, and the defender would roll on the -4 column. All the usual things: terrain, artillery, air support, etc., just add to the side's attack or defense strength, and hence to the final differential. Combat results are either no effect or one or two step losses. There are no retreat results. Units can advance if the enemy is eliminated. Most units are two steps, and it takes high differentials and good die rolling to score two hits. So stacks (two divisions plus a brigade) can be hard to dislodge. There is, of course, a special invasion turn. Before the game, the German player puts the beach defense units (strength from 1 to 3) face down on the invasion beaches. The allies get two combat phases to clear the beach by eliminating the defenses. Most attackers will have a strength of 5, and the Allies also have three naval gunfire markers (1 point each). In my solitaire game, I randomly assigned the beach markers and wound up with both of the "3" markers at Omaha. Even so, I cleared all the beaches in the first round. The airborne divisions land as individual brigades. The American brigades are deployed face down, so that you don't know what division they belong to until after they land. (The British are deployed that way, too, but with only one division, it's not that important.) If you can stack your brigades together, you can replace them with a division counter, stronger than the combined three brigades. The beginning of the turn sees a fair amount of chrome, but it moves quickly. A weather die roll determines how much air and naval support the Allies get, and whether the Germans suffer movement penalties. The Allies have to roll for supply points, which allow them to attack. They also get extra points if they have the mulberries. Both sides roll for replacements, with the Allies being more likely to get some. Then both sides enter their reinforcements, most of which enter at fixed locations. Finally, there is the event card phase. In the two player games, both players can hold two cards. They can play or discard them, drawing again until they have a full hand. The cards give bonuses or penalties, such as delaying reinforcements, changing the weather, etc. Some can be played later to affect combat ("Busting the Bocage," "Dug-in 88s," etc.). Crucially, this is how you get the mulberries. In the solitaire rules, you're supposed to draw just one event card per turn and then apply it for the whole turn. In the game I played, the mulberries never showed up, which considerably handicapped the Allies. The Allies win by getting seven victory points, which you get by capturing cities. The two hexes of Caen are worth two points each until the June 21-22 turn, after which they are worth only one. All the others are worth only one. At first the Allied player is limited more by supply than the Germans. He'll have more opportunities for good attacks than supply points to allow them. As the Panzer divisions arrive, that changes. Basically you have to balance fighting your way into Caen with grabbing St. Lo and the cities on the Cotentin Peninsula. Caen is close, and the British are pretty strong, but it's hard to fight your way in. The resistance is lighter on the road to Cherboug, but the bocage slows you down and gives the Germans room to maneuver. I had a pretty good time, on the whole, although the Allies were not making a lot of progress when I took the game down in the June 27-28 turn. I may have expended too much supply on Caen. It's a simple, fast-playing game, and I'll probably give it another try. DDH has a cyberboard gamebox that they will give to purchasers who want it.