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The Longest Day (game)

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The Longest Day
The Longest Day front cover, cover art by Rodger B. MacGowan
DesignersRandall C. Reed
IllustratorsRodger B. MacGowan, Randall C. Reed
PublishersThe Avalon Hill Game Corporation
Publication1979
GenresMilitary simulation
Players2-8
Playing time3-15 hours for regular scenarios, 50-90 hours for campaign
ChanceHigh
Age range12+

The Longest Day is a World War II board wargame published by Avalon Hill in 1980 that simulates the Allied D-Day invasion of June 1944 and the subsequent Normandy campaign.

Background

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Main article: Operation Overlord

In early June 1944, Allied forces landed on the beaches of Normandy. Although German forces were not able to eliminate the beachhead, they were able to contain Allied forces within the Cotentin Peninsula for almost 8 weeks. The Allies finally broke out with simultaneous attacks by British and Canadian forces (Operation Goodwood) and American forces (Operation Cobra).

Description

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The Longest Day is a game for two players (or two teams) that covers the Allied Operation Overlord from the Normandy invasion on June 6, 1944, to the Battle of the Falaise Gap in August 1944. With more than 2600 counters, The Longest Day is a monster game (having more than 1000 counters), and has been characterized as a "complicated simulation" that takes a long time to play.[1][2]

Components

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The large game box weighs nine pounds (4 kg) and contains:[3]

  • Six 14" x 22" mounted hex grid map boards and one 8"x22" mounted mapboard, scaled at 2 km (1.2 mi) per hex
  • 2603 counters that use German rather than NATO symbols to differentiate infantry, armour, artillery and cavalry
  • Reinforcement and unit entry tracks for both sides
  • Charts for various aspects of the game

Gameplay

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The game includes five regular scenarios that range in playing time from 3 to 12 hours:

  1. Normandy Beachhead (6 June-8 June)
  2. Fall of Cherbourg (19 June-27 June)
  3. Operation Cobra (25 July-31 July)
  4. Mortain Counterattack (6 August-8 August)
  5. Falaise Pocket (17 August-21 August)

The game includes five training scenarios of increasing complexity for players to learn the rules.[3]

Each turn represents one day in game time. Wargame Academy rates the game's complexity as 6 on a scale of 10 and estimates that a campaign game would take 30–50 hours to complete,[4] while Avalon Hill rates the game's complexity as 8 on a scale of 10 and estimates that the game would take 50-90 hours to complete[5][3].

Campaign Scenario

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The Campaign Scenario contains of expanded rules from all five regular scenarios to simulate a realistic experience from June 6th, 1944 to August 31st, 1944. The following text is the rules for the Campaign Scenario game.

Segments

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For the five regular scenarios, including the Campaign Scenario, each turn is split into segments for each side, which is split into phases. For the campaign scenario, the sequence of play goes as follows:

Allied Player Segment

  • Allied Replacement Phase - Introduce new units, supply units and replacement units into the game.
  • Allied Air/Naval Phase - Position and adjust aerial and naval units on charts and map boards. Execute aerial and naval bombardment, including Railroad Interdiction.
  • German Artillery Phase - Execute German coastal artillery bombardment.
  • Allied Movement Phase - The Allied commander(s) may move their units as much as they want, although limited to the Movement Allowance variable, with the presence of terrain and enemy units.
  • German Mechanized Movement Phase - The German commander(s) may move their undisrupted motorized divisions.
  • German Defensive Fire Phase - The German commander(s) may execute artillery fire.
  • Allied Combat Phase - The Allies can execute combat against the Germans. All combat is resolved via the Combat Results Table. Allied Artillery and AT units may fire in direct conjunction with Allied ground attacks.
  • Allied Reset Phase - Turn all inverted German ranged-artillery units face-up, and remove all "Disrupted" markers from Allied units.

German Player Segment

  • German Replacement Phase - Introduce new units, supply units and replacement units into the game. Remove "Cut" markers, and move train units from the return box to the ready box.
  • German Movement Phase - The German player may move all of his units to the limit of their Movement Allowance, with the presence of terrain and enemy units.
  • Allied Mechanized Movement Phase - The Allied commander(s) may move their undisrupted motorized divisions.
  • Allied Defensive Fire Phase - Same as German Defensive Fire Phase.
  • German Combat Phase - Same as German Combat Phase.
  • German Reset Phase - Turn all inverted Allied ranged-artillery units face-up, and remove all "Disrupted" markers from German units.

Weather

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At the beginning of each turn, a die is rolled and determines the weather via the Weather Table to calculate an outcome. On the June 6th turn, the weather is always fair. On turns after June 6th, turns are modified by the Weather Modification Chart to get the final outcome. When the weather is Storm-1, the next turn is automatically Storm-2 weather. On the third turn, if storm would be rolled again, it would become Storm-1, again followed by Storm-2. This cycle will repeat until it is the 6th consecutive storm turn, in which the weather would automatically become fair, or if a non-storm outcome is received. Weather effects are summarized on the Weather Effects Chart.

Replacements and Rebuilding Remnants

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In the scenarios, units were reduced to inverted and remnant counter status. The following rules allow units to return to full strength:

  • A replacement unit has a stacking value of "0" and may never exercise a zone-of-control. When alone in a hex, it is immediately removed from the map board whenever an enemy unit moves to a hex adjacent or into its hex.
  • There are two types of replacement units, Infantry and Armor Replacements. Infantry Replacements may be used to rebuild any type of battalion or company that is non-motorized, motorized, or tracked.
  • Armor replacements may be used to rebuild any type of armor unit.
  • Replacement units are used to rebuild remnant units into inverted units and to rebuild inverted units into full-strength units. Replacement units are 'consumed' in the rebuilding process in a three-turn procedure:
  • A remnant/inverted unit can be rebuilt if a replacement unit is two hexes away from an enemy unit, and is on the hex with the remnant/inverted unit. During a friendly replacement phase, the replacement unit is put onto the remnant/inverted unit for it to be rebuilt. During the following replacement phase, the combat unit is rebuilt by turning inverted units into full-strength units, and for remnant units to be turned into inverted units. A unit being rebuilt may not move or attack while the replacement unit remains on top of it. If an attack happens on the unit, combat ensures as normal, however, the replacement unit is removed from the map board.
  • Disrupted units may not be rebuilt. A replacement unit can only turn a remnant to an inverted unit and an inverted unit to a full-strength unit before it is absorbed.
  • At the end of the third consecutive replacement phase, the inverted replacement unit is removed and immediately returned to the replacement pool at which point it may be immediately redeployed to the entry track. The rebuilt combat unit may then move and attack normally in the same player segment.

Publication history

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The Longest Day was published by Avalon Hill in 1980, with cover art by Rodger B. MacGowan.[3] It was designed by Randall C. Reed, who also designed the counters and maps. Reed was the head of Avalon Hill's research and development staff in the late 1970s, and was one of the first new Avalon Hill employees after the Charles S. Roberts era. He later left Avalon Hill to work with wargames for the U.S. Marine Corps.[6][7]

After the game was published, it was discovered that some counters were missing. These were included in The General, Vol. 28, No. 6.[3]

Reception

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A review published in Phoenix magazine in 1981 examined the historicity of the game and found that it was inaccurate in several areas. This included geographical errors – 9 of 11 British/Canadian landing beaches were incorrectly named – rules that do not accurately represent possible actions, and strategic errors. Barnard nevertheless concluded, "It is worth playing and, even more so, it is worth studying [...] The game is, I feel, a valuable contribution to the advance of game design, even if just because it sets out to be, or at least seem, historically serious."[8]

Other reviews

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References

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  1. ^ McArthur, R. B. (December 1980). "Is It Just a Game?". Washingtonian. 16 (3): 86–97.
  2. ^ Dolski, Michael (2016). D-Day Remembered: The Normandy Landings in American Collective Memory. University of Tennessee Press. p. 258. ISBN 9781621902188.
  3. ^ a b c d e "The Longest Day (1979)". boardgamegeek.com. Retrieved December 11, 2021.
  4. ^ "TLD – The Longest Day". War Game Academy. June 24, 2015. Retrieved December 11, 2021.
  5. ^ "Longest Day, The". www.boardgameprices.com. Retrieved September 26, 2024.
  6. ^ Perla, Peter P. (1990). The Art of Wargaming: A Guide for Professionals and Hobbyists. Naval Institute Press.
  7. ^ Bisasky, Al (November 1976). "Forum: Randall Reed". Fire & Movement (4). Archived from the original on September 3, 2022 – via Yumpu.com.
  8. ^ Barnard, G. (September–October 1981). "The Longest Day: New Standards of Historicity". Phoenix. No. 33. pp. 5–8.
  9. ^ Grégoire, Henri (December 1981). "The Longest Day (Review)". Casus Belli (in French). No. 6. Paris, France. p. 18.
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