June 06, 2025.
Hello everyone and thank you for your interest in SGS Overlord. This anniversary update includes a new scenario and various improvements, starting with the game engine, which moves to version 1.5. You’ll benefit from a greatly revised UI and numerous improvements (for example, the ability to see the troops engaged in each battle). The gameplay has also been improved in response to your many feedbacks and comments. We’d like to thank them all.
Manual
As requested by some players, a reinforcement calendar has been added at the end of the manual (in French, English and German), allowing those unfamiliar with this military campaign to have an overview of the gradual arrival of their troops. It should be noted that the German player has only a very limited view of the resources he will receive as he goes along, and this is deliberately included in the game in order to give a flavor of uncertainty entirely in keeping with historical reality.
Unit corrections
– The movement of American paratroopers has been raised, and certain areas of the map slightly modified to avoid frustrating “blocking” situations.
– Some British and Canadian units have had their offensive value slightly reduced. The idea is to take into account the difficulties experienced by these troops in advancing across the Caen plain, and the lack of offensive experience of many formations.
– Adjustment of the morale levels of certain German units (lowered in particular for certain recently reformed panzer divisions whose cohesion leaves something to be desired).
– The 5th Parachute Brigade was a ‘cheater’ but has been punished: it now uses its replacement points like every other unit, i.e. 2 replacements for 1life point.
Other changes and fixes
– Important change: HQs no longer act as supply relays. Despite a certain logic in its operation, this feature led to unrealistic and frustrating situations complained of by some players, such as units being surrounded but temporarily supplied by their HQ and therefore able to receive replacements. From now on, supply lines are strictly defined from the source and from relay to relay (towns, bridgeheads, fixed depots) every five zones. HQs are now used primarily as “boosters”, particularly in terms of movement points (think about this in certain situations).
– Cumulative combat and morale modifiers are now limited to +4, which prevents certain forms of abusive exploitation or accumulation.
– In response to comments from several players, Canadian forces and units of the British I Corps (together forming the 1st Canadian Army) are now prohibited from advancing in the “inter-allied zone”. This, in line with historical plans, limits the Allied player’s ability to send all British forces south, while still allowing several British corps (VIIIth, XIIth and XXXth) to coordinate with American forces in the final phase of the campaign.
– It’s worth remembering that certain design choices may not appeal to some players, and that’s perfectly normal. But they have their own coherence and serve to balance the game without distorting it historically. The Normandy campaign was long, difficult, deadly and laborious. The Allies had hoped to break through in less than 30 days, but it took them two long months of fierce fighting to do so, and another major effort in August to complete the destruction of the German armies and reach the Seine. Hence certain mechanisms designed to make life hard for them, as in the reality of the Normandy bocage. Our aim here was to create a game that was interesting, fast-paced and well-balanced, while remaining easy to play, offering players numerous possibilities but “framing” them so as to retain a real sense of historical constraints. Typically, the role of reserved areas, which can sometimes seem frustrating, responds to these imperatives by avoiding overly unrealistic situations, as does the random aspect of German reinforcements and air cover, always leaving players with a degree of uncertainty. We hope that these many small details, often unobtrusive, sometimes invisible, contribute to your enjoyment of taking command of one side or the other throughout the various scenarios.
NEW SCENARIO: MORTAIN/FALAISE (August 5-22, 1944)
The new 6th scenario is particularly dynamic and competitive. Lasting a maximum of 6 turns, it begins with the German Lüttich (Liège) counter-offensive designed to cut the Avranches corridor after the Patton army broke through the front line in early August 1944, and also covers the formation and destruction (historically) of the Falaise pocket. There are no classic victory conditions here, neither VPs nor signs of Allied pressure. The German wins instantly by taking Avranches, and the Ally by cutting off the Panzer divisions’ rear and closing the Falaise pocket (simultaneous occupation of Le Mans, Argentan and Falaise). Any other result at the end of turn 6 is a “draw”. These two objectives are therefore in direct and permanent competition, with each player having to “push” forward to snatch victory, while at the same time protecting his rear to avoid instant defeat.
Beware: the Allies are the strongest side, but the Germans have the advantage of playing second, and still have powerful armored and mechanized units at their disposal. They can therefore hope to counter a compromised situation in extremis. We hope this little challenge will appeal to old and new players alike.