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Jan 12, 2018·How to play·04:07·977·Watch on YouTube

Normandy Tutorial 2: Counters and Markers details. Spotting and Line of Sight

DRACO IDEAS

DRACO IDEAS

Watch “Normandy Tutorial 2: Counters and Markers details. Spotting and Line of Sight,” a how-to-play guide on BoardGameVideo.

Description provided by DRACO IDEAS on YouTube:

Kickstarter link: https://www.kickstarter.com/projects/dracoideas/normandy-the-beginning-of-the-end Welcome to the fascinating world of War Storm Series! This is an introductory video that gets you into the basics of the War Storm Series game system. It has been translated and dubbed from the original Spanish version filmed by EDC and available also on YouTube. Bear in mind that any reference to the terms "Section" or "Platoon" in the video, always denote the scale implemented in the game, "Platoon". STEPS All combatant units except Officers and Aircraft do have 3 steps. Theses steps will decrease as they take casualties. Loosing steps will affect both, the platoon's Morale and its Fire Factor. Once a unit looses a third step, the unit will be removed off the board. STACKING In a given hexagon, you may stack up to 9 STEPS of the same side along with an unlimited number of Officers. For this purpose, bear in mind that a unit that hasn´t suffered any casualties has 3 Steps. MARKERS The game does include a set of markers that will help us to track what´s happening in the battlefield. Here you may see some of those markers. Details on the use of these may be found in the standard rules manual. SPOTTING A platoon may see everything that it is located in its Line of Sight. However, so that a platoon is able to see enemy units, besides the Line of Sight we need to check the Spotting range. This Spotting range will determine whether a unit will be able to localize and to identify an enemy unit. This range it´s affected by the size of the unit and by the type of terrain where such unit it´s located. The Spotting Chart determines the maximum range at which a platoon may be spotted by another and depends on the size of such unit. LINE OF SIGHT As already stated, so that a unit is able to see a target, besides the maximum Spotting range, a unit must be able to trace an imaginary line without any interruption. LINE OF SIGHT IN FLAT GROUND Forests, Light Forests, Scattered Buildings, Urban Areas and Hills do block Line of Sight There are additional situations in which the Line of Sight is blocked. Please refer to the manual. LINE OF SIGHT IN SLOPES In this situation, both hexes are situated at a different height. In this example units are able to see each other. The small box in the upper right corner denotes a small Infantry/AT unit. These two markers are both in open fields, and in accordance with the Spotting Chart, one is able to see the other at a maximum range of 7 hexes if target didn´t move, or up to 10 hexes if it moved. EXAMPLE 2 The American unit is located on a crest, one level above of the German unit. The German unit is located on an open field at a range of 6 hexes of the American unit and it already moved. IAW the Spotting Chart, the German unit once it moved, it will be spotted at a range of maximum 10 hexes. However, and since the American unit has a favorable position, i.e. it´s one level above of the target, the maximum distance to spotting the German unit will increase by 1 hex Therefore, the Spotting distance in this specific example will be 11 hexes rather than 10.

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Normandy: The Beginning of the End

Normandy: The Beginning of the End

2018·Juan Carlos Cebrián, Nicolás Eskubi

Videos
74
Creators
13

Mostly playthroughs. Normandy: The Beginning of the End is covered on BoardGameVideo.com by 2 reviews, 7 how-to-play guides, 61 recorded sessions, and 4 unboxings.

2 players
60 - 120 min
Heavy weight: Expect a long teach

About Normandy: The Beginning of the End, from BoardGameGeek:

Normandy: The Beginning of the End is a standalone game in the War Storms series. Recreates the events of those days and allows the players to reproduce the most famous battles of the D-Day on the American beaches at a tactical level. Players take command of either the Allied or Axis forces (or can play solitaire) in the tactical battles of each scenario. Normandy: The Beginning of the End, while utilizing "Paths to Hell" standard rules, incorporates new and adapted rules and additions for this new front. The WSS promises many hours of fierce fighting between the infantry, tanks, artillery and aircraft belonging to the armies enveloped in this conflict. Just a few of the additions include: Landings Battalion officers Paratroopers rules Recon rules Amphibious Tanks Waffen SS Fallschirmjäger Free French troops One A4 chart with many overlays including a whole beach making a large map. Normandy: The Beginning of the End has a moderate complexity with good solitaire suitability. The system emphasizes the role of officers. Officers can activate units, coordinate with other officers and their units, call for artillery support, air support, smoke screens, influence moral checks, coordinate assaults, and much more. Rules for special actions. Based on the principle of simultaneous execution, or simply "WE GO", a hybrid system of turns and "real time". The players must activate unit officers to perform many actions (fire, assault, move, coordinate, etc). A turn ends when both players have completed all their activations. The scale is platoon level with units. Representing groups of between 30 and 40 soldiers, weapons units represents groups of 3-4 weapons and their accompanying crews (20-25 soldiers), and the AFvs-Transports representing groups of 3 to 5 vehicles and their corresponding crews. Scenarios are divided into turns representing about 12-15 minutes of action. Turns are divided into the following phases: Command Phase, Initiative Phase, Activation Phase and Marker Removal Phase The game uses isomorphic mapboards, each of which are aligned to any edge of equal length on any other mopboard. This allows for an almost unlimited number of combinations to create any terrain situation, including player designed scenarios. Each map hex represents a distance of approximately 150 to 200 metres. The following components are included in this game: • 2 3/4” countersheets with German/American and Free French vehicles (AFV and transports) and weapon units (Mortars, MG, AT, AA guns, infantry guns, artillery,…). • 2 5/8” countersheets with German/American and Free French troops and officers. • 1 5/8” countersheet with common markers. • 4 Isomorphic mapboards. • 8 Overlays. • 3 Charts & Tables cards. • 2 Battalion Battle Stress Charts • 17 scenarios. • 1 Standard rulebook. • 1 Exclusive rules booklet. • 2 Six-sided dice.

Designers

Juan Carlos Cebrián, Nicolás Eskubi

Artist

Nicolás Eskubi

Publisher

Draco Ideas

Categories

WargameWorld War II

Mechanics

Dice RollingHex Grid
View on BoardGameGeek ›
Normandy: The Beginning of the End

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Normandy Tutorial 2: Counters and Markers details. Spotting and Line of Sight