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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
Setup time8 hours or more
Playing time3-15 hours for regular scenarios, 50-90 hours for campaign
ChanceHigh
Age range12+
SynonymsTLD

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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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-eight 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 is 14.25 inches x 11.25 inches x 2.5 inches,[3] weighs nine pounds (4 kg) and contains:[4]

  • Six 14" x 22" mounted hex grid map boards and one 8"x22" mounted mapboard, scaled at 2 km (1.2 mi) per hex with 11 types of terrain (and 16 if including types of road).
  • 2603 counters that use German rather than NATO symbols to differentiate infantry, armour, artillery and cavalry
  • Reinforcement and unit entry tracks for both sides
  • One "Rules of Play" booklet
  • One "Question Box"
  • Several booklets that contain unit placement for scenarios, which can be opened to reveal several charts required for the game.
    1. One "Scenario 1 - Mortain" sheet that opens up to several tables saying "Allied Assault Schedule", "Allied Naval Gunfire Display", and "Allied Aircraft Deployment Display"
    2. One "Scenario 2 - The Falaise Pocket" sheet that opens up to several tables saying "German Strategic Unit Track", and "German Unit Entry Schedule".
    3. One "Scenario 3 - Operation Cobra" sheet that opens up to several tables saying "Allied Unit Entry Track", and "Allied Entry Schedule.".
    4. One "Scenario 4 - The Fall of Cherbourg" sheet that does not open up.
  • One Combat Results Table and a Remnant Exchange Table.

Gameplay

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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,[5] 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.[6][4]

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-25 June)
  3. Operation Cobra (25 July-31 July)
  4. Mortain Counterattack (6 August-9 August)
  5. Falaise Pocket (17 August-21 August)

The game includes five training scenarios of increasing complexity for players to learn the rules.[4]

Regular Scenarios

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Regular scenarios, or called by the book as "The Scenarios", usually uses 1-2 map boards to simulate smaller parts of the Normandy Campaign. Each scenario introduces a new mechanic which is often brought into the Campaign Game.

The Longest Day playing board, divided into sections. Most regular scenarios would use 1-4 of these boards.
The Longest Day playing board, including the several map boards combined together to make the full game.

Scenario 1: Mortain

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Scenario 1 is the introduction to The Longest Day. It uses map board "F" to simulate the battles fought by the Germans and Americans during Operation Cobra and Operation Lüttich, with Mortain being an important part of the combat. For the Allies to win, they must occupy the two hexes containing Vire at the end of the August 9th turn. For the Germans to win, they must occupy St. Pois and St. Hilaire at the end of the August 9th turn.

Rules include:

  • Movement of Units
  • Mechanized Movement
  • Road Movement
  • Strategic Road Movement
  • Stacking Limitations
  • Zone of Control
  • "Friendly" Hexes
  • Combat Results
  • Map Board Entry

Scenario 2: The Falaise Pocket

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Scenario 2 tries to simulate the experience of the Falaise Pocket and Operation Tractable. The Falaise Pocket was one of the most significant engagements during the Normandy campaign. It included the encirclement of several parts of the 5th Panzer Army and the 7th Army. 10,000 Germans were killed in action, while 40,000-50,000 were captured by the Allies.[7] Scenario 2 uses map board "G" to simulate this experience. To win, each German HQ unit is worth five victory points, while each German combat unit is worth one victory point. The German player receives victory point(s) for each unit that exits the east edge of the map board. If the German player earned at least 200 victory points, the German player wins. Otherwise, the Allies win.

Rules include:

  • C-in-C and Military Organization
  • Supply of Units
  • Disruption by artillery/naval/aerial fire
  • Artillery Units
  • Rules from Scenario 1

Scenario 3: Operation Cobra

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Operation Cobra is one of the larger scenarios, taking up map boards "A", "B", "C", and "F". In real life, it resulted with a decisive Allied victory, with them taking the cities of Saint-Lô, France, Coutances, and Granville. It would later cause the Falaise Pocket, and eventually George S. Patton's breakthrough into regions outside of Normandy. For the Allies to win, they must occupy the cities of Avranches and Pontaubault by the end of the July 31st turn. Alternatively, they can also occupy Mortain and Vire by the end of the game. For the Germans to win, they must hold either Avranches and Pontaubault or Mortain and Vire by the end of the game.

Rules include:

  • Combined Arms Modifiers
  • Aerial Power
  • Rules from Scenarios 1 and 2

Scenario 4: The Fall of Cherbourg

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The Cotentin Peninsula with several southern cities, like Avranches, which is used for the scenario "Fall of Cherbourg". Omaha and Utah beaches are here.
A map of the Cotentin Peninsula, where the scenario "Fall of Cherbourg" takes in place.

The Battle of Cherbourg was one of the most major turning points during the Liberation of France. Cherbourg was and still is a major port in Normandy, and was taken on June 27th, 1944. Scenario 4 only uses map board "A". For the Allies to win, they must occupy via Allied combat units any 5 city hexes that are labeled "Cherbourg-Octeville" simultaneously, before the end of the game. For the Germans to win, they must hold Cherbourg-Octeville until the end of the game.

Rules follow:

  • Naval Bombardment
  • Fortifications
  • Rules from Scenarios 1, 2, and 3

Scenario 5: Normandy Beach

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The fifth scenario is the largest regular scenario before the Campaign Scenario, although only lasting from June 6th to June 8th, takes up the entire map board and simulates the entire Normandy beach landings. For any side win, they must have more victory points than the other side. Each victory point is awarded by owning one of these cities:

  • Montebourg
  • Carentan
  • Isigny
  • Bayeaux
  • Caen
  • Ranville (North-East of Caen)

Rules follow:

  • Airborne Landings
  • Amphibious Assault (Used in the Campaign Game rules for Allied Assault)
  • Invasion Supply Requirements
  • German Coastal Artillery
  • Special Allied Assault Units
  • Special Armored Units
  • Rules from Scenarios 1, 2, 3, and 4

Campaign Scenario

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The Campaign Scenario contains expanded rules from all five regular scenarios from June 6th, 1944 to August 31st, 1944.

The campaign scenario follows a detailed turn structure that alternates between Allied and German player segments, each with specific phases for various actions. The game is divided into turns, with each turn consisting of an Allied player segment followed by a German player segment. Both segments follow a similar structure, allowing players to introduce reinforcements, move units, and engage in combat. The Allied segment begins with replacement and air/naval phases, followed by German coastal artillery fire. Then, the Allies can move their units, while the Germans can move their motorized divisions. Combat is resolved using a Combat Results Table, with artillery playing a crucial role in both offensive and defensive operations. The German segment mirrors the Allied one, with phases for replacements, movement, and combat. Notably, each side has a chance to perform defensive fire during the opponent's turn, adding an element of reactivity to the gameplay. The turn structure ensures a balanced flow of actions between the two sides, with specific rules for unit disruption, artillery fire, and mechanized movement. This sequence of play allows for strategic decision-making and simulates the complex nature of military operations.

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.

Several other Campaign Game rules listed in the rule book include:

  • Remnant/Inverted units and rebuilding units
  • Allied Entry on the Beaches
  • German Reinforcements
  • Allied Strategic Bombings/Interdiction
  • American/British Cooperation
  • Mulberry, StVaast and other port logistics
  • Railway Movement and Interdiction
  • Aerial Bombardment
  • Allied Supply
  • Allied Withdrawl

Campaign game variations

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A person setting up the beaches of TLD.
A beginning setup of Omaha, Utah, Gold and Juno beaches.

Six "add-ons" of the campaign game were made, which are hypothetical outcomes for events that did not happen, but were considered.

Second Allied airdrop

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After the temporary stalemate in Normandy, several officers calculated and planned for a second airdrop to coincide with a massive offence. However, after Operation Goodwood and Operation Cobra happened, this airdrop was deemed "unnecessary".

The 82nd Airborne Division's drop zone not revised

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During a month before Operation Overlord, May 1944, intelligence suggested that the Germans had moved the 91st Infanterie Division on top of where the 82nd Airborne Division's landing zones. On May 26th, 1944, General Omar Bradley ordered the drop zone to land next to and north of the 101st Airborne Division's drop area.

Hitler abandons the Channel Islands

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The German occupation of the Channel Islands located west of the Cotentin Peninsula, remains as a forgotten but fascinating chapter of the Second World War. Hitler demanded that a group of islands possessing little value near Cotentin would be defended for Hitler's Festung Europa. During the Wehrmacht's control of the islands, it was seen as a complete drain for Hitler's regime. The populace produced no materials, goods, or labor, but constantly required upkeep by the German Reich. During Operation Overlord, the Allies would ignore the Channel Islands altogether.

Spring withdrawals rescinded

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On March 26th, 1944, the II SS Panzer Korps was drafted to fight on the Eastern Front after the First Panzer Army was under fierce Russian attacks on Galicia. This formation, composed of other valuable corps units, did not return to the Western Front until Operation Overlord.

Rommel's strategy fully embraced

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The Commander-of-Chief of OB West was divided between Erwin Rommel and Gerd von Rundstedt. Eventually, Rundstedt was chosen as C-in-C of OB West. Rommel, fearing overwhelming Allied aerial power, expressed his demand that mobile reserves be positioned very close to the beaches so that they could attack in a decisive victory in the first day of Operation Overlord.

Rommel appointed Commander in Chief of OB West

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A more decisive and reactionary scenario of Scenario 5 is Rommel being assigned as C-in-C of OB West. Hitler, wanting a more "dynamic" leader for the inevitable Battle of France, chooses Rommel to become C-in-C of OB West. In this scenario, Rommel would adjust his forces until the final week before the invasion, moving stronger units behind Normandy.

Publication history

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The Longest Day was published by Avalon Hill in 1980, with cover art by Rodger B. MacGowan.[4] 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.[8][9]

After the game was published, it was discovered that some counters were missing. These were included in The General, Vol. 28, No. 6.[4]

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."[10]

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. ^ "The Longest Day (English edition) | Board Game Version | BoardGameGeek". boardgamegeek.com. Retrieved September 26, 2024.
  4. ^ a b c d e "The Longest Day (1979)". boardgamegeek.com. Retrieved December 11, 2021.
  5. ^ "The Longest Day — Board Game Details — Meeple Mountain". www.meeplemountain.com. Retrieved September 28, 2024.
  6. ^ "Longest Day, The". www.boardgameprices.com. Retrieved September 26, 2024.
  7. ^ "The Falaise pocket – The Memorial of Montormel". www.liberationroute.com. Retrieved October 1, 2024.
  8. ^ Perla, Peter P. (1990). The Art of Wargaming: A Guide for Professionals and Hobbyists. Naval Institute Press.
  9. ^ Bisasky, Al (November 1976). "Forum: Randall Reed". Fire & Movement (4). Archived from the original on September 3, 2022 – via Yumpu.com.
  10. ^ Barnard, G. (September–October 1981). "The Longest Day: New Standards of Historicity". Phoenix. No. 33. pp. 5–8.
  11. ^ Grégoire, Henri (December 1981). "The Longest Day (Review)". Casus Belli (in French). No. 6. Paris, France. p. 18.
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