Storming the Reich: D-Day to the Ruhr
2010
Command the Allied advance or German resistance from D-Day through the Ruhr, balancing brutal attrition, logistics, armor, and timing.
400
minutes
1 - 2
player(s)
Medium Heavy
About this board game
Storming the Reich: D-Day to the Ruhr is a 1–2 player World War II campaign game with an approximately 400-minute play time, covering the Allied liberation of Northwest Europe from D-Day through April 1945.
The game opens on the evening of D-Day, with Allied forces on the beaches and German units reacting to the landings. The Allied player must break out of the landing areas, race across France, and reach the Seine on schedule, while managing difficult logistical choices involving grounded units, the Red Ball Express, and competing offensive priorities for Monty and Patton.
Allied forces can call on armor, paratroop divisions, naval gunfire, air superiority, and the 79th “Funnies.” A breakout ahead of schedule can produce an early victory, but failing to cross the Seine in time can quickly turn the campaign into a loss.
- German resistance: Use reinforcements, Panzer Brigades, Tiger Battalions, and limited replacements to slow the Allied advance.
- Variable movement: Unpredictable movement allowances support fog of war, replay value, and solitaire play.
- Three scenarios: Play the full 15-turn campaign, a four-turn Normandy Breakout learning scenario, or the one-map Bulge to Victory scenario.
Units are represented mostly at division level, with some armored brigades and battalions. The two-map battlefield uses hexes approximately eight miles across, while turns represent a month of operations except during summer, when each turn covers two weeks.
Designed by Ted Raicer, Storming the Reich uses a variation of the Red Storm Over the Reich system, including its basic combat engine and variable movement allowances, but eliminates the Redeployment Phase. It does not link up with Red Storm Over the Reich.