Contents:
One full-color 44"x17" game-map
200 full-color book (including 8 pages of chart pull-outs)
Two dice
Counter tray with lock-on lid
Game scale: Units represent brigades and divisions, game-turns are months combat impulses represent two or three days.
Innovative -- The game's point-to-point movement system and unique battle reinforcement rules create a sense of sweeping maneuver, while channeling conflict along routes of movement and supply. The long buildup periods that drag on and on in most games require only moments to play in Rommel in North Africa, while maneuver and combat absorb most of the playing time. Players experience the realities and excitement of the desert war without the boredom.
Unusual Sequence of Play -- A turn may last a few minutes or much longer, depending on how hard players are willing to push their forces. Like the war itself, periods of relative quiet explode into furious, quick-playing maneuver and combat.
Easy to Learn -- You get into the action fast -- only half of the rules are needed to play.
Three scenarios and the Campaign game
Rommel's First Offensive: depicts the first dramatic sweep against Eighth Army.
Operation Crusader: picks up with the first successful British counter offensive.
Gazala: a revitalized Afrika Korps is faced by an entrenched Eighth Army.
The War in the Desert: the entire 20-month war, from April '41 to November '42. |
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