From Roberto Chiavini Normandie 1944 (Vae Victis) Here is the normal fair to good proposal from that wonderful French magazine that is Vae Victis. This time is Normandy at operational level with the usual very almost alluring graphics (just a bit far from absolutely gorgeous). Unfortunately, there more errata than usual for the magazine and this time a few are annoying (you definetily need the errata in the following number of Vae Victis to fully enojy the game). As always, the game is not particularly difficult, playable without much effort even by a beginner, but there a few interesting rules inside, like a sort of pre-exploitation phase for HQ and their units that are sustained during the turn (1 or 2 for both sides, depending on a roll of a die for the Germans, and weather for the Allies). The iconic units have rating for attack, defense and movement, plus a stacking point number (that is wrong for most of them – really an annoyance). In each hex the stacking limit is 6 stacking points (roughly two division sized units). There are also HQ that are used as a movable supply source (the other ones being ports or beaches for the Allies and map edges for the Germans), for a combat shift (1 or 2 columns left or right depending on the HQ) and for the possible double movement and combat phase that is possible for sustained HQ. Combat is very easy, with a ratio CRT that takes in account only column shifts, not die roll modifiers, with results that are numbers that you may take as step losses or hexes retreat (no more than two hexes each retreat). There are the usual rules for retreat, replacements (unlimited for the Allies outside an enemy ZOC), reinforcements (with debarking rules that forces the Allies to take as soon as possible the few usable ports on the map, and a sort of strategic movement table for the Germans passible of air interdiction and partisan warfare), a nice rules for air interdiction, carpet bombing and naval bombardment, nothing particularly difficult to use. There are a very small scenario (4 turns, a small part of the map, about ten units for each side) for the conquest of Cherbourg, a medium sized scenario for Operation Cobra (6 turns and many more units, especially the panzers!) and a campaign scenario that takes in account even rules for debarkment and para drops. All in all, the game, other than for the errata, plays well, fast and furiously (even if the CRT is not very bloody) and historically enough to be a good addition to any wargamer library on Normandy. I rate the game 7 in a 1-10 scale