Overview
D-Day: The Great Crusade is a regimental-level wargame covering the Normandy campaign from June 6 to July 6, 1944. Designed by Danny Holte, the game portrays Operation Overlord and the subsequent 30 days of fighting in Normandy. It uses a two-map system at 1.5 km per hex with 1-day turns, featuring rules for air support, naval support, artillery bombardment, interdiction, weather, and unit replacements. The game is suitable for 2-4 players and solitaire play, with low to moderate complexity.
Components
- 2 game maps (22” x 34” each) depicting the Normandy peninsula on heavyweight stock
- 480 color die-cut counters representing military formations
- 2 player aid cards
- Rules booklet with historical notes and designer’s commentary
- Dice
Setup
- Lay out both maps to form the full Normandy battlefield.
- Select one of the 5 included scenarios (including the full campaign game).
- Place German defending units at their indicated positions.
- Prepare the Allied invasion forces according to the scenario landing schedule.
- Set weather and air support markers to starting conditions.
- Place reinforcement schedules nearby for reference.
Turn Structure
Each turn represents one day and follows this sequence:
- Weather Determination: Roll for weather, which affects air and naval support.
- Allied Player Turn: Movement, combat, air and naval support.
- German Player Turn: Movement, combat, reinforcements.
- Administrative Phase: Check supply, replacements, and unit breakdowns.
Actions
Movement
- Units move through hexes spending movement points. Terrain (bocage, rivers, beaches, towns) affects costs.
- Regimental and battalion-level units have different movement allowances.
Combat
- Adjacent units may attack. Combat odds are calculated and resolved on the CRT.
- Combined arms bonuses may apply when different unit types cooperate.
Air Support
- Allied air superiority provides tactical air support missions (bombing, strafing).
- Weather conditions can ground air operations.
Naval Support
- Allied naval gunfire supports coastal and near-coastal operations.
- Range and availability depend on the ships present and scenario conditions.
Artillery Bombardment
- Artillery units can barrage enemy positions before or during an assault.
- Interdiction fire can disrupt enemy movement and supply.
Unit Breakdown
- Larger units can break down into smaller component units for tactical flexibility.
- Smaller units can recombine into their parent formation.
Scoring / Victory Conditions
Victory depends on the scenario:
- Campaign Game: The Allied player must capture key terrain objectives (Cherbourg, Caen, beachheads, inland towns) within the 30-day timeframe.
- Shorter Scenarios: Have specific objective hexes and turn limits with victory point totals.
Special Rules & Edge Cases
- 5 Scenarios: Range from short introductory scenarios to the full 30-day campaign.
- Weather: Random weather affects air support availability, movement rates, and naval support.
- Replacements: Both sides receive replacement units and can rebuild damaged formations.
- Solitaire Suitable: The game’s structure works well for solo play despite being designed for 2-4 players.
- Scale: 1.5 km per hex, 1 day per turn, regimental/battalion level units.
Player Reference
Turn (1 day): Weather → Allied Move & Combat → German Move & Combat → Admin
Scale: 1.5 km/hex, 1 day/turn, regimental level
Support: Air, naval, and artillery support available to Allies (weather permitting)
Scenarios: 5 included, from short to full 30-day campaign
Win: Capture objectives within scenario time limits