![]() ![]() Each unit has a movement range, defense value, attack values against infantry, vehicles, and tanks, as well as other special abilities like assaulting, ambushing, the ability to suppress the opponent, and so on. Those units range from your basic infantry to machine guns, mortars, anti-armor, recon and fire teams, as well as different kinds of vehicles and armor. The battles are played on relatively-small maps, and you usually command less than a dozen units at a time. Heroes of Normandie is at its core a pretty basic squad-based tactical game where you play as the U.S., the Nazi, or the Commonwealth forces. Heroes of Normandie stands as one of the best board game ports on the App Store, and its gameplay rules and abundance of content, and the prospect of additional units and scenarios in the near future, offer hours of tactical fun and make it probably my favorite iOS strategy game. ![]() There are even silly units like cows – which can launch grenades – and dogs – great for carrying documents around – which give Heroes of Normandie a comedic air while at the same time making for great stories. This inspiration isn’t limited to the types of scenarios and selection of units but, more importantly, also shines in the inclusion of hero units whose names will ring more than a few bells if you’ve watched those old war movies. Heroes of Normandie ($14.99), the digital port of the Devil Pig Games’ board game with the same name, is precisely the kind of wargame that creates stories not only because it usually has you command a very small number of units over a pretty small battlefield, but also because the game is constantly celebrating its inspiration: the classic, bombastic WWII movies like The Dirty Dozen and A Bridge Too Far. If you’re a fan of strategy games, what is it about them that gets you hooked? Is it the ability to command huge armies and have them engage in long, epic campaigns over huge theaters? Or do you enjoy small, intimate engagements where every unit counts? For me, it’s definitely the latter, and that’s because I like when games tell stories, when my soldiers’ actions weave lovely-or painful-narratives that I can then recount and laugh, or cry. ![]()
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