RULEBOOK VERBAGE: ATLANTIC WALL is a grand tactical simulation
of the invasion of Normandy covering the period from 6 June 1944, when the
first Allied troops waded ashore along France's northern coast, to 1 July
1944. The game enables players to recreate the largest amphibious operation
ever attempted in the history of warfare, an operation encompassing over 160,000
men, 8500 planes and 1000 ships of all types. With these forces the Allies
were able to breach the Atlantic Wall of Hitler's vaunted Festung Europa,
a breach that could not be repaired and which spelled doom for the Third Reich-
the Reich that was suppose to last for a thousand years.
GAME BOX VERBAGE:
YEAR PUBLISHED (EDITIONS): July 1978. Only one published
edition .Errata sheet included with game.
CREDITS
Game Design: Joseph M. Balkowski
Game Development: Steven Ross
Co-Development: J. Balkowski
Physical Systems and Graphics: Redmond Simonsen
Production: Robert Ryer, Larry Catalano, Norman Pearl,
Manfred Milkuhn, Barbara Hay, Linda Sapin, Paul Arnest, Steve Parsons
Rules Assistance: Simon Ellberger
Research Aid: David Hughes, Randy Reed
NUMBER OF PLAYERS: 2
WGA COMPLEXITY SCALE (1-10): 10
TYPICAL PLAYING TIME (HOURS): Seven scenarios typically
using one map and 200-300 counters. The campaign game is 104 turns.
MAP SCALE: 1 kilometer per hex. Campaign game map measures
7' x 3'.
UNIT SCALE: Battalions, Assault Companies, Naval units,
Air Units, Leaders, Headquarters
TIME SCALE PER TURN: three turns per day (representing
4.5 hours each) and one night turn.
GAME INVENTORY: 2000 (five full size or ten half size)
back printed counters; five 22" x 34" unmounted mapsheets; multiple
playing aids and charts, 1 die; 36 page rulebook, one scenarios booklet, Two
sheets of Charts and tables, Two die, One game box assembly.
PBEM OPPORTUNITES: Contact Wargame
Academy if interested. A Group effort would be required to create a VASSAL
module.
WARGAME ACADEMY COMMENTS: I always considered ATW to be
an unplayable monster. As I have no play experience, others are welcome to
have their comments posted here. As a game Ii would more likely invest effort
in other games covering this topic (TAHGC THE LONGEST DAY), but ATW does serve
as a reference to other game design projects.