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Magazine including the following game:
Three D-Days: 1942, 1943 & 1944
At 20 miles per hex on a large-hex (3/4”) map covering all of France, the Benelux, and west Germany over to the Ruhr, and game turns each representing one week, its main scenario covers from the initial Normandy landing on 6 June 1944 through to the failure of Operation Market-Garden at the end of September.
The 1942 scenario covers “Operation Sledgehammer,” the invasion that was to be run that autumn, in place of the North Africa invasion, if it looked like the Soviets were in terminal trouble.
The 1943 scenario covers an invasion launched late that summer instead of the Salerno landing.
One sheet of 280 small-size half-inch NATO-style counters, with corps and armies as units of maneuver. Designed for two players by Ty Bomba, with low-medium complexity, playable in one session and easily fudged for solo-play.
Explore the alternative history and historical reality of the Allied invasion of Western Europe with Paper Wars Issue 108: Three D-Days from Compass Games!
Designed for 1 to 2 players with playing times of 2 to 4 hours, Three D-Days delivers low-to-medium complexity campaign wargaming on a grand map stretching across France, Benelux, and Germany into the Ruhr.
What if the Western Allies had launched Operation Sledgehammer/Round-Up across the English Channel in 1942? What if the 1943 Mediterranean strategy had been abandoned for an early cross-Channel assault? Paper Wars Issue 108: Three D-Days lets wargamers test these fascinating "what-if" strategic questions alongside the historical 1944 Allied invasion.
Designed by Ty Bomba, the game uses a streamlined operational system where corps and armies maneuver across a large-hex map of Western Europe.
At Boardgamegeneral, magazine wargames offer some of the highest value-for-money in the hobby, and Paper Wars Issue 108 is a standout release from Compass Games.
Ty Bomba's "Three D-Days" concept is brilliant. Rather than offering just another standard 1944 Normandy game, giving players the ability to explore the 1942 and 1943 alternative landings provides incredible historical insight into why Allied high command waited until 1944.
For operational WWII wargamers, alternative history buffs, or solo gamers looking for a fast-playing, low-complexity campaign game that sets up quickly and plays in a single evening, this issue is a fantastic addition to the shelf.
Verdict: An outstanding magazine wargame pack. High replayability, engaging alternative history scenarios, and clean operational gameplay.
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