WW2: The Med
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Board Game

WW2: The Med

By Lou Coatney

An abstracted, strategic game at army and fleet level from July 1940 to Summer 1944, from The Libya/Egypt Wire to Rome. Sudden death, if the Allies fall seriously behind schedule or take Rome sooner. 3 turns per year for 13 turns. Simple air-sea-land combat mechanics consuming supply counters transported to the front by sea and then land. Both Axis and Allied convoys, Italian In late 1941, the U-boats arrived joining British and Italian submarines, and Italian MTBs (motor torpedo boats) and Chariot sub-marine sabotage vehicles. Chances to paradrop on both Crete and Malta. Force H from Gibraltar, Mediterranean Fleet from Alexandria, 2 Italian fleet units based in Taranto or wherever. US Task Force 34 with Massachusetts. Allied warship task forces have carrier strike capability. Desert Air Force, USAAFME, US 15th Air Force, Regia Aeronautica and a couple Luftflotte 2 units, sometimes. Gen. O'Connor, Adm. Cunningham, and Rommel have special, if risk-taking, powers. Plays in 90-120 minutes. Unpredictable enough to have solitaire potential. Could be 2 players each side - one commanding land and air the other naval (and naval air) assets. —description from the designer

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Players1–4
Playtime90–120 min
Age10+
Year2026
  • Wargame
  • Dice
  • Print & Play
  • World War II
  • Nautical
  • Transportation
  • Variable Set-up
  • Area Movement
  • Point to Point Movement
  • Dice Rolling
  • Push Your Luck
  • Once-Per-Game Abilities

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