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Description:
It is the morning of June 6, 1944. Operation Overload has finally begun on the beaches of Normandy and the fate of Europe lies on your shoulders. In honor of the 60th anniversary of D-Day, this new Axis and Allies variant allows you to once again re-play history. Will you be the allied forces or take the axis as Germany? An extra large game board, new pieces and tactics cards add depth and complexity to this challenging WWII recreation game. Game includes game board, 240 combat unit playing pieces (115 infantry, 62 artillery, 36 tanks, 17 blockhouses, 8 fighters and 2 bombers), battle board, 48 tactical cards, rule book (with basic and advanced player instructions) 3 reinforcement charts, and 8 dice. Game time is approximately 2 hours. For 2 - 3 players.
Features:
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June 6, 1944: You are on the beaches of Normandy, and ahead lies an uncertain future. , Axis & Allies D-Day accurately captures this dramatic conflict and places you squarely in the middle of the greatest battle of the 20th century.
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This is an all-new stand alone extension of the Axis & Allies line featuring three-tiered complexity and a new, extra-large game board/map.
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Contents: 1 Game Board (20" x 33"), 241 Combat Unit Playing Pieces (115 Infantry, 62 Artillery, 37 Tanks, 17 Blockhouses, 8 Fighters, 2 Bombers), 1 Battle Board, 48 Tactical Cards, 24-Page RuleBook, 3 Reinforcement Charts, 8 Dice, & Tray.
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The fate of Europe depends upon your courage! Designed for 2 or 3 players
Average Customer Review:
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D-Day - A nice little game.Nov 10, 2008 I also think the German advantage is a bit overstated. Yes, the Germans only need to hold 1 city & have more Tanks, Infantry & Artillery. However, the Allies have Air & Naval support which balance out the game. In fact, in the few games I've played, the Germans are considerably outnumbered in troops near the end of the game. That's probably necessary for the Allies to actually take control of the cities. A cohesive strategy is necessary for an Allied victory. But, nothing but a total victory is good enough for the Allies. It's a challenge.
Here are some of the strategies I've picked up on so far:
Allies:
1) Hold back your US tanks at the beginning of the game until you've cleared the German Blockhouses. Defeat them first with your Naval bombardment, then move the US tanks in.
2) Attack the Blockhouses on the UK Beaches first because some of the UK tanks start out deployed. They are vulnerable to targeted attacks from the blockhouses. Saving your Armored tanks is key for the Allies.
3) Fighters - In the beginning of the game, deploy your fighters in the German reinforcement entry points. Then, after you've lost a few fighters and your invasion forces are surrounding the cities, move them into the victory cities or try to create a wall around the victory cities.
You can Strafe a lot of Germans this way.
3) Bombers - If you can pick off an unprotected tank, that is better than moving into one with 4 artillery in which you can get shot down.
4) Don't over commit your US forces at Cherbourgh. It's too far away from the Germans reinforcement points for them to properly defend. You have to judge the least amount of troops that will capture the City and route the rest to St Lo; which will be heavily fortified.
Axis:
1) Deploy 2 or 3 Artillery in each reinforcement point you plan on making entry. This will keep the fighters from straffing (for free). At least you might take some of the fighters with you. You must neutralize the Allied Air Power advantage. Your Artillery are very important and they should be placed in each zone connected to your route to the victory cities.
2) Protect your tanks. When deploying tanks, give them cover with Artillery. A good group of 8 is 2 Tanks, 3 Artillery & 3 Infantry. Infantry are best used for defense and cannon fodder. Since you get to choose which units are casualties, never have 5 Tanks or Artillery in a zone without some Infantry (to take the damage).
It takes 3 hours to play. A definite plus over some of the other versions.
Great Game very funJan 05, 2008 I really enjoyed this game...I didn't think it was heavily favored for the Germans at all. I have only played it once so far but the Americans won (on the last turn) and the gentleman I was playing against was a more experienced gamer than I am.
The system is great and obviously anything is possible when you are rolling die. We decided to play without the fate cards for the first time so we would not have to worry about one side getting unlucky somewhere but we will definitely use them in the future.
Overall I thought this game was awsome and didn't take forever either.
5 of 12 found the following review helpful:
Not as fun as other Axis and AlliesMar 02, 2006 This game leaves little to the imagination. Unlike the other versions of A&A I've played, this one gives no room for any kind of strategy to the players. Bottom line, this game is not worth forty dollars. If you are going to spend money on an Axis and Allies game, buy either the World Version or Pacific.
Makes your kid thinkFeb 23, 2006 It's like chess but with army men and tanks. I play with my son and he loves it. It does take 2 to 4 hours to play; so make sure you have time.
20 of 20 found the following review helpful:
D-Day. A great way to play axis and allies in under 3 hrs.Oct 27, 2005 My friends and I are big fans of the original 5 armies Axis & Allies game. However, the game needs at least 4 people to be truely interesting, and takes us more than 6 hr.s to play! That's why we found A&A D-Day as a great substitute. Not only is this 2-3 players, (three preferred) but it can also be done in under 3 hrs.
The game's arguements between the partnered British and Americans are hillarious for the Germans to watch, as they debate over strategies and how to allocate their fighters on straffing runs. Allies use their 8 fighters, 2 bombers, 6 bombarding destroyers, 1'st round 9 paratroopers, and 5 landing zones (Utah, Omaha, Gold, Juno and Sword to try and secure the 3 key cities of Normandy by turn 10.
The Germans, must delay the beach landings with their 11 block houses firing at sea, quickly rally to hold the cities, bring re-inforcements to the front while avoiding allied air power, and defend down to the last man if neccessary until time runs out.
It of course still takes strategy and good die rolls to win as either side. But with the allied edge on having fighters and bombers; and the Germans having supperior ground forces, like the Panzer tanks superior deffense compared to the wimpy Shermans, it promises to be fun for both sides.
But most importantly time! The game is turn based by the use of 16 "order cards" each round. The objective? to hold the 3 key cities by turn 10... if not, the world might be speaking german!
For added fun I say add both decks of optional "tactical" and "fortune" cards (included). It'll take a little longer to play, but the 16 tactical cards add a strategic/stronger edge. And my favorite the fortune cards: roll 2-5, nothing. 1 a blast of superior fire power. 6, well don't roll 6's unless you wanna help out your enemy. Regarless, everytime the die spins for fortune cards you can't help but move to the edge of your seat in anticipation, like rolling for technology in the original. game.