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german version

Lightning D-Day Rating Grade (1-10)
Graphic Presentation 9
Rules 7
Playability 10
Replay Value 8
Overall rating 8,5

PRO Very fast gameplay, astonishingly high simulation value
CONTRA The rules consist of a black-and white sheet of paper and the wording could be improved

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Lighting: D-Day
Review #1

written by: Andreas Ludwig
Graphic Presentation Lightning: D-Day is a cardbased wargame and contains neither map nor counters. The cards are of a very good quality made with nicely done graphics. Each card contains a historical photograph which deals with its respective topic and the card's use. Texts and information which are important for gameplay are written in a large font. No need for any criticism here, the graphic presentation is fine!
Rules The rules consist of a single page, showing that D-Day is a "lite wargame". The rules include all relevant information on gameplay, but some aspects could be worded a bit clearer. Experience shows that sometimes during play the players encounter questions not answered by the rules. It is recommended to download the FAQ which contains answers given by the designer Dan Verssen.
Playability One of the major strenghts of D-Day. The game is fast and limited to a short period of time. There are 5 turns, one turn representing one hour real time. The Allies have to conquer 4 beach segments until the end of turn 5. This leads to strong time pressure, speeding up the game. There is no downtime because both players are permanently part of the action - fighting on one of the beaches is immediately followed by the opponent's reaction (if he has the respective cards to respond to your actions). It's a perfect game when you have only a few minutes left (a game takes about 30 minutes) and want to play a quick wargame, or for relaxing after a long gaming day. Because of this short duration, D-Day is perfect for tournament play.
Replay Value In the beginning you won't think so, but in fact the replay value is very high. Each beach segment always starts with the same (historically based) units defending or attacking there, but their order of battle changes from game to game. This combined with the random effect of action cards provides a very challenging and changing game each time you play it.
Creativity There are many cardbased wargames available. Creativity doesn't depend on this fact that D-Day is card driven but on the "engine" behind the game. Dan Versson designed a mechanic which allows a very quick game flow without using any dice. The game also accurately portrays the Battle of Attrition-effect of the Normandy landings.
Simulation Value This leads to a relatively high simulation value, despite the short rules and the HFC classification as a class "E" wargame. The portrayed level is so high that most minor actions can be neglected. Units with their specific combat strengths and qualities are represented by one or more cards while the action cards assign options to these units. Historically relevant elements reappear in the course of a game - support by heavy artillery, advance over open ground, special training of special forces, motivation capabilities of officers in the field, commando posts which allow more options to be resolved on a beach, pin cards which force the opponent to the ground etc.. The simulation value of this design-for-effect game is surprisingly high.
Solitaire Factor I think all card based wargames are not suited for solitaire play, because the fog of war effect is lost.
Can be compared to Enemy in Sight, Atlantic Storm (Avalon Hill), the Dixie- und Eagle-Series (Columbia Games), Tank Commander (MiH) and NUTS! (AP), as well as the latest Battlecards - the WWII Cardgame, or History of War. And, of course, the classic Up Front. There is another variant available: Lightning: Midway
Short Review

I must admit that I really like this wargame. In the beginning I wasn't sure if I liked the game because the battles lack any random effect - you have fixed combat values and modifiers (brought into the game by action cards) and you try to impose these combat values on your opponent. This means, you are sitting on your side of the five beach segments - Utah, Omaha, Gold, Juno, and Sword -, knowing which units you have on the single segments. What you don't know is the order in which your units appear at the beaches. The opponent suffers from the same problem. With your active units which already appeared at a beach, you can play the action cards you hold in your hand - to conduct attacks, to get specific advantages or to react to attacks, thus defending the beach. During combat, attack and defense values are calculated against each other and you try to increase your values by playing more action cards until your opponent gives up. This combat system represents the historical wearing out of units during battle. Your units have a limited attack capability during your turn. If you use everything you have already at Omaha Beach, you probably won't have anything left to prevent the successful landing of the opponent on the next beach. But if you hold back, hoping the enemy won't conduct any actions on this beach, you risk to lose this beach once the enemy decides to attack. To lose a beach is fatal for both sides, because owning a beach allows attacks on neighboring beaches (so-called "Roll-over Attacks"), which cannot be stopped (at least not while playing without the optional rule allowing defense against these flank attacks). Once the allied player conquers a beach, he can weaken the german forces at adjacent beaches. The german player can use an empty beach which was cleared from all allied forces immediately for conducting massive counter attacks against adjacent units.

I especially like the turn sequence which is oriented at the historical elements of the Normandy beach landings. The first turn is called "Wading Ashore" and both sides start with a 5-card action hand. The allied player gets a -1 on all of his attacks which represents the worse conditions while trying to reach the land. This allows the german player to use the "Rommel effect", meaning to reduce the allied units while in the water before they can consolide their attack power. In the end of the turn, both sides fill up their hand up to six cards.

Turn 2 is called "On the Beach!", here the Allies already reached the beaches and try to hold their position there. In this turn the german player is allowed to activate an additional german unit on one of his beaches, which represents his historical advantages in this situation. At the end of the turn, both players draw up to 7 cards.

Turn 3 "Advancing up the Beach!" allows the Allies to activate one of their units at no cost. Now the advantage switches over to the allied side. At the end of the turn, both players have a 8 card hand, allowing them more options at the beaches, but also lengthening the battles.

Turn 4 "All - Out Combat!" is the key moment in the beach landings - both sides are very close to each other; massive attacks are responded to by heavy resistance. The game allows a +1 modifier on all combats which motivates even weak units to try a breakthrough. In the end both players draw until they have 9 cards for their final turn:

Turn 5 "Rushing the defenders!". Here only the Allies have a +1 on their attacks and at the end of the turn they must have conquered 4 of the 5 beaches - if the Allied player fails, he loses the game. The turns are of a fixed length; each side may conduct one action on each of its beaches. This causes an enormous time pressure for the Allies. One turn in D-Day represents one hour real time. If one side fails in using its options effectively, a game can be decided even before the final turn is over, because it becomes impossible for the Allies to get 4 beaches.

This thrilling storyline which develops thoughout the game, combined with interesting card options (e.g. "Last Effort" which increases the unit's combat values but forces the player to take it out of the game afterwards) and the surprise effects for the opponent, cause a very good atmosphere which is even enhanced by the historical photos on the cards.

I really love the game and I would recommend it to both newbies and grognards.

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