Board Game
Desert Blitzkrieg: Rommel's North African Campaign
By Mike Vitale · Art by Bruce Yearian
"Losing Tobruk was one of the heaviest blows I can recall during the war.” — Winston Churchill Desert Blitzkrieg is an Operational level two-player board-wargame covering the North African desert Campaign from April 1941 to December 1942. Units are regimental level and Divisional Integrity is key to maximizing the density of your forces on the map covering eastern Libya and western Egypt from Aghelia to El Alamein. The game is of low-moderate complexity and features a ‘Point-to-Point’ system while introducing a number of unique features. Movement is along three different road types. Limited Port movement is possible. Supply Unit availability is critical for Battles as supply units must be expended to conduct a Battle. Battles use a ‘Battle Board’ with a ‘Front Line’ and ‘Second Line’ where positional tactics to maximize Combat Values are key. Battles can be a ‘game within a game’ and go for many rounds or be over quickly depending upon the player’s decisions. Unit types reflect different capabilities on the ‘Battle Board’ and the main map. A deck of event cards is provided to introduce a limited set of ‘random events’ that will force players to deal with the uncertainty of combat. While game play is relatively easy, players will be confronted with many decision in a given game turn, with many different outcomes building play tension while delivering great replay value. HQs must decide whether to enhance Supply, Movement or Combat each turn. Use of one or two ‘Long Range Desert Force’s (specially marked Recon units). Player must decide a limited Card draw is to be made (there are only 6 per game, base). Supply Units must be used for supply line extension and also are expended for Combat, so decisions about usage are key. What boxes to build a limited number of Fortifications? How to use the limited air support; Combat Attack, Defense, or Interdiction. “Battle Board” management. Deciding where to place units to maximize Combat Value. Product Information: Complexity: 4 out of 10 (Low/Moderate) Playing time: 2.5 hours for short game, 10+ hours for full campaign Solitaire Suitability: High Players: Two (suitable for solitaire play) Map Scale: Abstract (point to point) Time Scale: Monthly turns Unit Scale: Regimental equivalents with Divisional Integrity -description from publisher's website
- Wargame
- World War II
- Point to Point Movement
- Movement Points
- Dice Rolling
- Simulation
- Minimap Resolution
Prices · 6 offers · delivered to United States · USD
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