The Hobby Den Wargaming Review

Kampfgruppe Normandy Review 


By Piers Brand.

Firstly, where am I coming from on this. I
dont play any current GW games and I never really liked WAB. I have however
looked forward to this game for along time and approached it with an open
mind...


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The first thing that strikes you about KG Normandy (KGN) is the sheer size and quality of the rulebook.  It
is a massive large format book, with 346 full colour glossy pages. The book is
crammed full of stuff, and illustrated with a host of period and miniature
pictures. By looks alone this book is easily up there with the best of the rest.
There isnt alot else to say on this score other then it features almost all of
Dave Andrews wonderful 20mm collection in alot of the pictures. So on looks, it
scores very high.

But what about substance.
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The rules themselves take up the first 69 pages. Im sure that will lead to gasps
of horror from some Grognards, but to me thats a bonus. The rules and clearly
and concisely written, explained in short, easy to read paragraphs and often
followed directly by examples. This has to be one of the easiest to follow
rulebooks I have read. We were able to play a game simply by running through the
QRS and referencing the rules. The index works well, and their is an obvious and
natural order to the rules that makes finding things intuitive. From the point
of view of comprehension, again these rules score high.
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The style of play, is perhaps best described as 'Old Skool' with a few new
touches... and it does it very well. The game is set at a nominal 1 to 1 ration,
with battles played at 'platoon', 'company' or 'battalion' level, but generally
governed by a total points limit. The larger the points value of an army, the
larger the table required. To give an example, a 'platoon' action of 250 points
is played on a 6 x 4 game. As armies get larger, so does the table. This format
is very user friendly and gamers new to the period can play larger games as they
increase their armies.
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Next we have a command and control phase. Its simply done, a roll of x number of
d6 dependant of the size of the army and the number of command elements added.
This gives you the number of units you can 'activate' in a turn. Simple and
fast. But as always, things can expand on this. German signal units allow a
commander to re-roll the dice throw for example. I must say I really enjoyed
this mechanism and its a nice middle balance between total control of Rapid
Fire, and the lack of control in Blitzkrieg Commander. It works really well.
Again its simple, fast and intuitive.
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From this we come to the shooting. Everytime you fire you have to spot your
target, once again its a simple procedure but well thought out. Then you try and
hit your target, followed by penetration if firing at armour. Infantry then get
cover saves to avoid becoming a casualty. With armour, its fast and deadly.
Penetrating hits almost always lead to a tank being knocked-out from the battle.
Its sounds brutal, but it actually isnt and plays out really well. But watch
out... Vehicle have a limited supply of ammo, so make sure you bring those
supply trucks for long drawn out fights!
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There are also some excellent indirect fire rules, where your OPs actually drop
in ranging rounds before getting the guns to fire on target. Its very nicely
modelled with both players involved in the process, which is a nice touch
keeping both involved. I must say that this, and the Suppression rules, are what
have impressed me the most.
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Suppression allows you to pin down an enemy force by weight of fire into a
location. This is unobserved fire, and if successful suppresses a unit until it
is 'rallied'.

Morale works in two ways. First the usual rolls when
losses reach a certain point, but also the drawing of morale chits due to
certain things - destroyed vehicles, lost objectives etc. These chits are
numbered, and you score a tally against your armies breakpoint. The nice touch
is your opponent doesnt know your score, so you never really know how bad off an
enemy is. In with these chits are a number of optional event chits that give
mechanical breakdown, out of ammo and aircraft support to throw at your enemy.
Again a simple, yet really well thought out system. I really liked this and it
plays so well.

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Thats the basics to the rules. I must say I really enjoyed playing them. The
game is fast and fun, without the player having total control and uncertainty
clouds your every move. You have to carefully plan your attacks.

The
main body of the rules is taken up with a historiography of the Normandy
campaign, army lists, scenarios to play and two campaigns. Each is done from a
US and a British viewpoint. Some people have moaned that its 'only Normandy'.
Yer, well wake up and look at most WW2 rulebooks - They all generally are! Its a
perfect setting to get a maximum amount of late-war data to players for the
three most popular armies. All rulebooks tend to focus on this period, so to
castigate the rules on that point is a little erroneous. But I couldnt care less
anyway - Normandy is my favourite setting for WW2 games.
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The background history is well done. Players new to the period will find they
have a useful resource with uniform guides and no real need to by anything else
on the period. Having spoken to two people new to the period, both agreed this
was a massive boon to a new comer. Finally we have a WW2 rulebook that is a
complete package... a typical GW style product. That in my view is very
worthwhile, and it will encourge new players.
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The Army lists are also cleverly done. One cant help but pick a balanced list
and the tank lovers will find their all tank armies easily broken due to a lack
of morale points. The whole army design process is done to promote combined,
balanced armies. You could of course use historical formations (as done in
several of the scenarios) but for planning a game down the club, nothing beats
having a points system to fall back on for ease of getting a game together. You
can play without them, Rapid Fire lists would work perfectly, but I must admit
to being rather taken with the army lists. My one gripe... Is there is no
British Airborne list.

So overall, is it worth £48? Thats really the
question people want answered. I can only give you my view and thats a
resounding YES.I will be playing alot
more of KGN...