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Undaunted Normandy
- Matt Thrower
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- Shiny Balls
- Number Of Fence
A two-player deck-building war game, pitting players against one another in the European theater of World War II.
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- hotseatgames
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- D12
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- Jackwraith
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- Ninja
- Maim! Kill! Burn!
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- ThirstyMan
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- Scouts seem over powered. Same fire attack as a squad, and a higher defense - the only offset is they have less staying power due to having fewer cards .
- There isn't any differentiation between what would be considered Melee/close combat vs ranged attacks other than a lack of a range modifier. So again Scouts and MG teams are not much different than a squad for holding a space.
- the German and US units are exactly the same - no differentiation whatsoever. Even if you toss out the need for any sort of historical flavor, from pure game design perspective some sort of asymmetry gives a lot of replay value as well as design opportunity down the road.
- the format screams out for some sort of random event mechanism; as it is seems to lack any sort of narrative flavor.
There are some interesting ideas, but it didn't strike me as having a ton of replay value. I get that I am not the target market here but the juice doesn't seem worth the squeeze if you've already played something meatier. I can bang out a game of Combat Commander in under two hours usually I'd rather just do that.
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I've only played twice with an opponent and once solo just to go through the game. I like it a lot and I think the different scenario setups (including decks and available cards) make the two sides feel pretty different. But I believe it's one of the changes they are implementing for Undaunted: North Africa. .
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As always, my bigger problem with the Golden Geek Awards is how random and arbitrary their categories are. Undaunted: Normandy is NOT a Wargame. Period. I am far from a grognard, but at least I know that much.
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As a war gamer who has played it, do you think it should be classified as a wargame?
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