Westwall: Four Battles to Germany
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WestWall: Four Battles to Germany is a collection of four board wargames published by Simulations Publications (SPI) in 1976 that simulate battles in Europe in late 1944 and early 1945 during World War II.
As Allied forces broke out of Normandy in August 1944 and crossed France, they came up against a strong German defensive line called the Westwall that prevented them from crossing the Rhine River. German defenses stiffened, and the Allies were stymied for many months in their attempts to find a way across the Rhine and into Germany.[1]
Description
Westwall is a "quadrigame" — a game box that contains four separate wargames that use a common set of rules.
- Arnhem: Designed by Jay Nelson. The game simulates the attempt by the Allies to use paratroopers to capture bridges across the Rhine during Operation Market Garden. The game was judged by critics to be the best one in Westwall.[2][3][4]
- Bastogne: The game, designed by Kip Allen, Larry Pinsky, and Redmond A. Simonsen, is divided into two scenarios. In the first, the Germans besiege American forces defending Bastogne during the Battle of the Bulge. In the second, the Germans are on the defensive during the subsequent American counterattack. Critics were also very pleased with this game.[2][3][4]
- Hurtgen Forest: Designed by Kip Allen, Howard Barasch, and Redmond A. Simonsen. German defenders use the difficult terrain of Hurtgen Forest to slow the American forces to a crawl. Critics thought the game also moved forward at a crawl and lacked excitement.[2][3][4]
- Remagen: Designed by Kip Allen, Stephen B. Patrick, and Redmond A. Simonsen. The Germans have destroyed all major bridges across the Rhine in an attempt to keep the Allies crossing into Germany. An American force discovers one undestroyed bridge at Remagen defended by a weak German force and a major battle ensues. Rules for the game were tweaked to give the Germans a fighting chance, but critics still thought this was the weakest game of the set.[2][3][4]
Components
The game box contains:
- four 17" x 22" paper hex grid maps, one for each game, scaled at 850 m (930 yd) per hex
- 400 double-sided die-cut counters (100 per game)
- a Westwall rulebook describing the rules common to all four games
- four rulebooks (one for each game) describing the rules unique to each game
- various charts and players' aids
- a small six-sided die
The individual games were also released as "folio games", and included twenty random number counters in place of the six-sided die.
Gameplay
The system used for all four games is a revision of the games system developed for Modern Battles.[2] Each turn, which represents 12 hours of game time, consists of five phases:
- Special Weapons Fire (both players)
- First Player Movement
- First Player Combat
- Second Player Movement
- Second Player Combat
Each game also has some rules unique to that particular game.