Mission Command: Normandy – Reference Manual (2019)
Tiempo de Juego: 0
Edad Mínima: 12
Jugadores: 2 - 4
Editor: Surprised Stare Games Ltd
Diseñadores: Peter Connew, Alan Paull
Artistas: Desconocido
Mecánicas: Order Counters, Measurement Movement, Simulation, Dice Rolling
Edad Mínima: 12
Jugadores: 2 - 4
Editor: Surprised Stare Games Ltd
Diseñadores: Peter Connew, Alan Paull
Artistas: Desconocido
Mecánicas: Order Counters, Measurement Movement, Simulation, Dice Rolling
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Mission Command: Normandy is a set of World War Two wargaming rules for use with miniatures.
The Mission Command approach:
Captures the essence of tactical and operational combat command from roughly company level to division level without real warfare's bloodshed, fear, death and destruction.
Models the differences in how different armies fight.
Reflects WW2 practice of tactical and operational command, control and communications.
With Mission Command: Normandy, if you're handling a German Panzer Division, it will be a different experience from handling an equivalent British or American unit.
Command, control and communications are not as abstracted as in most modern wargames - no command dice, no PIPs and no artificial 'fog of war' mechanisms.
Each command of company level or above is given orders at the start which can be modified later, but orders are brief.
Fog of war, imperfect information and sometimes confusion emerge naturally as players attempt to fight in accordance with national doctrines and complex tactical situations.
—description from the publisher
The Mission Command approach:
Captures the essence of tactical and operational combat command from roughly company level to division level without real warfare's bloodshed, fear, death and destruction.
Models the differences in how different armies fight.
Reflects WW2 practice of tactical and operational command, control and communications.
With Mission Command: Normandy, if you're handling a German Panzer Division, it will be a different experience from handling an equivalent British or American unit.
Command, control and communications are not as abstracted as in most modern wargames - no command dice, no PIPs and no artificial 'fog of war' mechanisms.
Each command of company level or above is given orders at the start which can be modified later, but orders are brief.
Fog of war, imperfect information and sometimes confusion emerge naturally as players attempt to fight in accordance with national doctrines and complex tactical situations.
—description from the publisher
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ag.gameitem.lastUpdated: 2025-04-26 05:15:25.97