HISTORICAL BACKGROUND
On 26 May, 1942, Erwin Rommel, with 332 German and 228 Italian tanks, attacked the British forces in the “Gazala Line.” This Allied defensive zone stretched approximately forty miles inland from Gazala on the Mediterranean Coast to Bir Hachim in the Libyan Desert. The Gazala-Bir Hachim Line, besides being long, was also a ten mile deep integrated system of minefields and defensive “boxes” (strong points). Each fortified British box was occupied by a brigade with its own artillery and other heavy weapons, and with sufficient supplies to hold out for ten days if isolated.The operation did not begin particularly well for the Afrika Korps. After nearly running out of fuel on the second day of the offensive, Rommel’s armored forces found themselves very precariously placed. Fortunately, Axis troops finally managed to defeat the British infantry in the center, and the commander of the Afrika Korps was able to restore a supply line through Trigh Capuzzo to his exposed tanks. Slowly, the tide of battle began to turn in Rommel’s favor. After holding out against repeated Axis assaults for ten days, the Free French Brigade was finally driven out of Bir Hachim. British armor renewed their counterattack on June 12 and 13 in a last desperate effort to halt the Axis advance, but after two days of fighting, the surviving 70 British tanks — now outnumbered by German and Italian tanks more than two-to-one — were compelled to retreat. Rommel had won the Battle of Gazala, and on the 18th of June the British Eighth Army was forced to begin a complete withdrawal back towards the Egyptian border. After more than a year of campaigning, the greatest prize of all, Tobruk, fell to the Axis just two days later, on 20 June, 1942.
DESCRIPTION
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The turn sequence and mechanics of PANZER ARMEE AFRIKA are simple enough that they can be easily learned; but mastering the game, given its unorthodox design elements, is another thing altogether. Over the years, I’ve played quite a few different games dealing with the North African campaign, but none, in my opinion, does a better job of modeling the extreme swings and strategic ebb and flow of the war in the Western Desert than PANZER ARMEE AFRIKA.
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A PERSONAL OBSERVATION
PANZER ARMEE AFRIKA is an interesting, if somewhat unorthodox treatment of the North African Campaign. It is also a surprisingly enjoyable game to play. The large movement ranges of the various units — combined with the British command restrictions, combat routines, and supply rules — all combine to make for a unique gaming experience. I have to admit that the 'Chess player' in me chaffs at the capricious and totally random British movement rules, but I nonetheless find that the game’s innovative design consistently makes for a free-wheeling and sometimes surprisingly accurate simulation of the actual campaign. This game is probably not for everybody, but for those players with a special interest in the World War II Battle for North Africa, it probably is a MUST OWN.Design Characteristics:
- Time Scale: 1 month per game turn
- Map Scale: 12 miles per hex
- Unit Size: battalion/regiment/brigade
- Unit Types: armored infantry, armor, reconnaissance, infantry, parachute infantry, glider infantry, trucks, supply, and information markers
- Number of Players: 2
- Complexity: average
- Solitaire Suitability: above average
- Average Playing Time: 2½-4 hours
Game Components:
- One (map-fold) 22” x 34” hexagonal grid Map Board (with Turn Record/Reinforcement Track, Terrain Effects Chart, Combat Results Table, Supply Effects Chart, Variable Reinforcements Option Chart, (British) Command Control Chart, two Cadre Boxes, and two Replacement Tracks)
- 260 ½” cardboard Counters
- One 8” x 11” Rules Booklet (with Terrain Effects Chart incorporated)
- One 5½” x 8½” Terrain Effects Chart
- One 5½” x 7” Customer Response Card
- One 8½” x 11½” x 2” bookcase style cardboard Game Box
Recommended Reading
See my blog post Book Reviews of these titles; both of which are strongly recommended for those readers interested in further historical background.
I agree. Panzer Armee Afrika still has what it takes. I played it in the 70's and I'd play it again in a heartbeat.
Wargames are moving toward consumer nexus-- hardware, software, and wetware. Virtual Life Expression business futures offer untold opportunity and challenge. How do you feel about immersive wargames ? Have you seen:
http://www.graviteam.com/games/kharkov-1943.html
and scourgeofwar : Gettysburg ?
We've always shared tabletop games-- how do you feel about software wargame DRM's ?
Greetings:
Thanks for your thoughtful comments on PANZERARMEE AFRIKA; I found them quite interesting.
In so far as the newer, internet-based, game design architectures are concerned: while I can admire many of them on a purely technical level, I find that I am personally not comfortable with any of them as a "player." My own somewhat eccentric tastes in game design --- deeply entrenched after over forty years in the hobby --- have left me with a strong bias towards traditional "map and cardboard counters" game systems. This bias, I confess, is purely personal and has nothing to do with the cleverness, playability, or historical detail of any of these newer designs.
Computer games, particularly, I find unsatisfying because of my individual preference for being able, both to survey the entire playing area at a glance, and to manipulate the playing pieces physically. Moreover, many of the subroutines (the busy work)that the newer computer programs do so well, I actually prefer to do myself. I guess that you could say that this is a product of the "chess player" in me; I just can't bring myself to relinquish control of any aspect of the gaming situation. For this reason, I find that, although I continue to play a lot of PBeM games, I still cannot even bring myself to use VASSAL software, despite its convenience and its wide-spread popularity among many players in the hobby.
Thanks again for your thoughts, and please feel free to comment on any of my posts, whether you agree or disagree; I always enjoy the contributions of readers who are knowlegable about the hobby, particularly when they illuminate issues about which I personally know precious little.
JCBIII