Rommel is a wargame on his last battle in Afrika, around Kasserine, short before his come back in Germany. This game is about a fight mainly between the US and German army, but there are also some French, Italian and English units. The last great offensive of the German-Italian forces in Tunisia to halt the advance of the English and American forces which landed in Marocco in ’42. The board is a three dimensional map consisting of a reproduction of the area on three levels.
The box contains the rulebook, the example book, the map elements, 1 die, the counters, a combat result sheet and a calendar sheet.
The map is in 3D and represents the central Tunisia, around Kasserine. The area is hilly.
The counters represent the units, generally battalions, which took part in Rommel's German offensive with their Italian allies of the Centauro division, and their enemies, the American, the English and the French. Each piece bears its specific attack value, defence value and movement value.
The rulebook includes 34 pages in 4 languages (Italian, English, German, French).
The final victory is calculated in proportion to the fulfilment of the German plans: a total german victory is achieved by removing from the map at least 20 combat points passing over the North-East roads. A partial German victory is achieved if the allies remains east from the North/south railroad that pass through Kasserine.
Every turn starts with a meteorological check followed by 4 phases for each player:
- Possible request for air support
- Movement
- Artillery fire
- combats
The calendar is used to track and manage the battle steps. Every three turn is a night turn (in grey). The night turns limit the attack possibilities.
The game also take into account the meteorogical conditions, Von Arnim stop during 6 turns (with great limitations on his army), the logistic supply, the air support, the artillery and the strategic bombers, the use of explorer units, and a special unit of Panzer VI "Tiger". In reality, Von Arnim did not use this Tiger division because he preferred to keep a strategic reserve.
Strategically, the Axe has to play very fast:
- get all the possible enemy provisions in the beginning of the game
- launch separate attacks in order to disperse the allied forces.
Contents:
- Game for 2/3/4 players from 15 years on
- Time of game: 4 to 8 hours
- Size of each hexagon at scale: 3 kilometres
- Time of each turn at scale: 8 hours
- Difficulty: 5 (very hard)
- Date: 1981
Contents:
- 7 cardboard tables to be used to establish the outcome of combat and artillery fire.
- Calendar indicating the entries onto the battlefield, the rounds divided into days and nights, air raids and all other indications necessary to the game.
- Pieces in matte finish cardboard, cut and coloured on both sides.
- Board in rigid, thick cardboard with a matte plastic finish, cut into 5 pieces.
- Relief sections in rigid, thick cardboard to be used to create the three-dimensionality of the terrain.
- Rule booklet in 4 languages with examples.
- Plastic storage tray and dice.
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