RULEBOOK DESCRIPTION: 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 DESCRIPTION: 6 June 1944: While German troops
battled for their lives on the Eastern Front, all remained quiet in the West.
the long-anticipated Allied invasion seems particularly unlikely along this
portion of the French Coast known as Normandy. But this was D-Day and the
unlikely was soon to become reality. As the vast Allied armada came into view,
as Allied munitions began to burst upon the quiet French beach and among German
strong-points, the greatest drama in military history began to unfold. this
game simulates this historical conflict on a five-section map representing
the actual area, across which cardboard playing pieces move and engage through
a hexagonal grid, which functions like the squares of a chessboard in regulating
movement. Probability charts reveal the outcome for each combat and the success
or failure of various game operations.
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. Gamebox
states the average playing time as 20 hours.
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 map sheets; 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.