Tony Jimenez - 01:29pm Aug 14, 1997 PST (#27 of 38) Breakout Normandy The basic game of Breakout Normandy covers the first week of the Normandy campaign. There is also the option for an extended game that goes an addtional two weeks. The very pleasing map covers the area from the landing beaches to past St. Lo. The game uses area movement rather than hexes. Each area has a number ranging from zero to four that is added to a defenders strength. Units generally consist of regiments along with units representing supporting artillery. Units of both sides can co-exist in the same area. The game uses daily turns that are broken down into a variable number of impulses where the German and Allied player alternate in moving units, with the German player going first. In each impulse the player can move and or fight with the units in one area. Each turn the American player rolls to see if the day ends. If the roll of two dice is less than the number on the impulse track the day ends. Usually the marker begins each day on the, I'm working from memory here, "-3" spot on the impulse track. The marker advances one spot after each pair of impulses. In combat each side designates a lead unit and adds that unit's strength to the roll of two dice. The attacker adds one for each additional attacking unit and for each supporting artillery unit. The defender adds one for each additional fresh defending unit and also adds the terrain value of the area being attacked. The high roller wins, with ties going to the defender. A losing defender absorbs as many hits equal to the difference between the two die rolls. A losing attacker suffers a disrupt one to each of his attacking units. In a tie only the lead attacker is disrupted. Each hit degrades a unit one level. A unit can suffer multiple hits in one battle. A defending unit can also absorb a hit by retreating. Instead of attacking, artillery units can bombard. This can be done without risk to the attacker. The attacker and defender each roll two dice but the defender only adds the terain modifier to his die roll. The attacker adds the attack strength of his lead artillery unit plus one for each supporting unit. A bombardment offers no risk to the attacker, but each defending unit absorbs a maximum of one hit. Bombardments are a good way to soften up an area prior to attacking it. The Allies are blessed with many powerful artillery units. Units exist in one of four states, fresh, spent, disrupt one, disrupt two. A disrupt two unit that takes an addtional hit is eliminated. Only fresh units can move and initiate combat. Units that move or attack are automatically spent at the end of their impulse. Between each day is a night interphase where each player gets supplies. Supplies are used to remove hits from units. A unit can only have one hit removed per interphase. The German player tends not to have enough supply to go around. Players can spend any saved supply to lengthen of shorten the next day by moving the starting location of the impulse marker. Additional rules cover weather and bridges. These rules have a large effect on the play of the game. In bad weather the German gets more supplies, can move further and can move safely. Capturing and destroying bridges form a significant part of the game. I'll second Ray's recommendation. This is a great game. This is the fourth AH impulse game and the rules, as opposed to the rules booklet, are very polished. The system simulates both lightening breakthroughs and grinding slugfests. The allied player gets to do most of the attacking, but has quite a bit to do to win. The German player has some powerful formations with which to launch possible counterattacks. Victory is based on the number of victory points amassed by the Allies. The victory points are mostly based on controlling geographic objectives. Tony Ray Freeman - 10:55pm Aug 15, 1997 PST (#31 of 38) Berkeley, CA Elias: If you decide you like SOA, (and I think you will because IMO it is one of the top 5-10 games of all time) go find yourself a used copy of the bookcase version. It is vastly more pleasureable to play with than the folio. The counters are 3/4 inch square and the map is mounted. I've a few things to add to Tony's post on BKN. There is a very chess like quality to this particular game, both because of the system, but also the situations which can occur at various locations on the map. This creates tremendous tension and player interaction. I'm in a game right now where I felt very very good at the end of June 6 as the Germans. However, my opponent found 3 nice impulses and had some decent luck and I found myself sweating a breakthrough, first in the US sector at Foret de Cerisy, then in the Britsh sector at Caen. I just had 2/3 of the 12SS panzer division shattered by Typhoons trying to reinforce the city. Amazing what those 3 impulses did to my perspective! Right now, I'm dancing to my opponents tune. The other really significant aspect is that the system is very much driven by supply considerations, as those units that move or engage in combat have to be given supply each night in order to "recover", and they can't go up more than a step a day. The Allies have significant supply advantages, but there are problem areas for the Allies as well, notably Utah Beach. My real point is that it seems there is never enough to go around, especially for the Germans, so the players have to decide who gets supplies (and by inference, replacements) and who has to wait. Adding to the complications is the ability to BUY extra impulses with supply (10 points worth) in order to shorten or lengthen the day. The supply game is very interesting because everything a player can do in BKN has a price. The mechanics of play interact with each other beautifully. This game is way cool.