Board Game
Desert Campaign: North Africa 1941-42
By Lou Coatney · Art by Lou Coatney
Free print-and-play. Division and independent brigade level - few units and fast play - 7.5mis/12kms per hex which is larger than AH's Afrika Korps. Campaign game has 4 11x17/A3 component mapsheets perfect for the scale. Campaign game has 45 half-month turns - IIFeb41-IIDec42 - and could be long, but many turns may be spent just fortifying and rebuilding, as historically. There are also excerpted subgames - gamelets - of individual battles with individual maps for half-hour lunch games. Features a preliminary tank vs. (anti-)tank combat (table) *matrix* customized against the German/Italian panzer/tank regiments/division constants by Allied tank types. (Allies get to start with British A13 cruisers. :-) ) Of course, if the 88s score a hit on defense - first, with their long range - they can (Disrupt or) kill any tank/armoured brigade indiscriminately, especially if it isn't supported by a support group's 88-suppressing artillery. Previously Disrupted (during tank/anti-tank phase) panzer/armor units forced to retreat from their battlefield in the following general combat are not recovered - are instead lost/eliminated. Otherwise, game is classically simple/abstracted - no airpower (necessary). Supply is abstracted as well and also modeled by unit replacement/rebuilding abilities. Axis units hidden (except when engaged), unless/until they get to Alamein at which time Monty takes control and the intelligence advantage is reversed. Simple strategic withdrawal/bugout - "Gazala Gallop," "Matruh Stakes" - rule. —description from the publisher
- Bluffing
- Wargame
- Print & Play
- World War II
- Dice Rolling
- Push Your Luck
- Simulation
- Hexagon Grid
- Modular Board
- Secret Unit Deployment
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