Overview
Atlantic Wall is a grand tactical simulation of the invasion of Normandy, covering the period from June 1944 when the first Allied troops waded ashore along France’s northern coast on D-Day (6 July 1944). Published by SPI in 1978, it is a massive hex-and-counter wargame featuring over 2,000 counters, four 22”x34” map segments, and a 5-scenario Campaign Game. The game covers the largest amphibious operation ever attempted, encompassing over 160,000 men, 8,000 planes, and 1,000 ships. Players represent the Allied and German commands racing to control the Normandy beachhead and beyond.
Components
- 4 Map segments (22”x34” each), forming a large composite map of Normandy
- 2,000+ back-printed playing pieces (counters) including:
- Informational counters (Improved Position markers, Disruption markers, Air/Point markers)
- Combat counters (representing infantry, armor, artillery, naval, air, and service troops)
- Game Charts and Tables (Combat Results Table, Terrain Effects Chart, Parachute Drop Display, Turn Record/Reinforcement Track, Supply Determination Chart)
- Rules of Play booklet (82 pages)
Setup
- Assemble the four map segments into the full game map.
- Select a scenario (introductory short scenarios recommended for new players, building up to the full 5-act Campaign Game).
- Deploy initial units according to the scenario’s Initial Deployment instructions. Allied and German forces are placed in designated hexes as listed.
- Place markers on the Turn Record Track and other displays.
- Sort special rules and optional rules applicable to the chosen scenario.
Turn Structure
Each Game-Turn follows this sequence:
1. Soviet/Allied Replacement Phase
- Remove units from the Scenario box and place reinforcements.
2. German Player-Turn
- German Movement Phase: Move German units within their Movement Allowance, within restrictions.
- German Combat Phase: German units may attack Allied units. Combat is resolved using the Combat Results Table.
3. Western Allied Player-Turn
- Western Allied Movement Phase: Move Western Allied units.
- Western Allied Combat Phase: Western Allied units attack German units.
Additional phases per scenario include:
- Parachute Drop Phase (for airborne operations)
- Naval Bombardment phases
- Air Superiority determination
- Supply checks
Actions
- Movement: Units spend Movement Points to enter hexes. Terrain type determines movement cost. Zones of Control (adjacent hexes around enemy units) restrict movement.
- Combat: Attacking units total their Combat Strength; defending units total their Defense Strength. The ratio is calculated, the Combat Results Table is consulted, and a die is rolled for the result. Results include retreats, losses (step reductions), and eliminations.
- Stacking: Multiple units may occupy the same hex, subject to stacking limits per hex. Stacking is checked at the end of movement.
- Zones of Control: Each unit exerts a Zone of Control into the 6 adjacent hexes. Enemy ZOC affects movement and retreat options.
- Supply: Units must be able to trace a supply line to a valid supply source. Out-of-supply units suffer combat penalties and may be eliminated.
- Parachute Drops: Airborne units may be dropped onto the map during designated phases. A Parachute Drop Table determines scatter and landing results.
- Naval Bombardment: Naval units provide shore bombardment support during amphibious and subsequent phases.
- Air Power: Air units are allocated to missions including ground support, air superiority, and interdiction.
- Fortifications/Entrenchments: Improved position markers represent fieldworks that enhance defense. The Atlantic Wall fortifications along the coast provide strong defensive bonuses.
- Replacements: Destroyed or reduced units may be rebuilt using replacement points according to a schedule.
Scoring / Victory Conditions
Victory is determined by Victory Points, which are earned by:
- Controlling key terrain hexes (cities, ports, crossroads)
- Destroying enemy units
- Achieving scenario-specific objectives
The player with the most Victory Points at the end of the scenario’s final Game-Turn wins. Specific victory conditions vary by scenario and are detailed on the reference sheets. In the Campaign Game, the Allied player aims to break out of the beachhead and liberate Normandy, while the German player attempts to contain or destroy the invasion force.
Special Rules & Edge Cases
- Night Game-Turns: Special movement and combat rules apply during night turns, including reduced visibility and combat effectiveness. Night Commando Raids are possible.
- Disruption and Demoralization: Units can become disrupted (reduced effectiveness) or demoralized (severely reduced). Recovery is possible under certain conditions.
- Battalion Break-Down and Build-Up: Some units can break down into smaller sub-units or build up from smaller components, allowing flexible force composition.
- Automatic Supply: Allied units may receive supply via beaches before ports are captured.
- Collapse in the East: A special historical scenario rule representing the German collapse, possibly the biggest nightmare delaying action in history.
- Red Star, White Star: Rules for incorporating the Eastern Front situation.
- Three-Player Game: One player controls Soviet (and Soviet-Allied) units, one controls Western (British, American) Allied units, and one controls all German units. Special rules govern the interactions.
- Four-Player Game: Further division of commands among four players.
- Terrain Effects: Bocage (hedgerow) country, rivers, cities, and the Atlantic Wall fortifications all have specific effects on movement and combat.
- Garrisons: Certain cities (Warsaw, Prague, Vienna, Berlin) must be garrisoned once occupied by Soviet or Allied units with a front-line unit (strength 4+).
Player Reference
Key Terrain Costs:
- Clear: 1 MP
- Bocage: 2 MP
- City/Town: varies
- River crossing: additional MP cost
- Atlantic Wall fortification: significant defense bonus
Combat Results Table: Cross-reference attacker-to-defender odds ratio with die roll.
Stacking Limit: Varies by unit type; generally 3 combat units per hex plus special/support units.
Scenarios: Multiple scenarios from short introductory battles to the full multi-day Campaign Game.