HISTORICAL BACKGROUND
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British armor counterattacked on June 12 and 13 in a last desperate effort to halt the Axis advance and restore the Allied line, but after two days of fighting, the surviving 70 British tanks — now outnumbered by German and Italian tanks by more than two-to-one — were compelled to retreat.
Rommel had — through a combination of stubbornness, audacity, and luck — decisively won the Battle of Gazala. On the 18th of June, the British Eighth Army abandoned the fight and began a complete withdrawal east towards the Egyptian border. For Churchill and his generals, however, worse news was still to come. After more than a year of campaigning, the greatest prize of all, Tobruk, fell to the victorious Axis just two days later, on 20 June, 1942.
DESCRIPTION
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Zones of control (ZOCs) in CAULDRON are both rigid and sticky; that is: once units become adjacent, they may only exit an enemy unit’s ZOC as a result of combat. In addition, combat between adjacent enemy units is mandatory, and all units next to an attacking enemy unit must be attacked. All of the games in the NORTH AFRICA Series use a ‘differential’ type Combat Results Table (CRT), and terrain effects are represented as column shifts on the CRT. Artillery plays an especially important role in this combat system. It can be used to Barrage (attack) non-adjacent enemy units either independently or in concert with other attacking friendly units, and it can also be used to provide Final Protective Fire (defensive fire) to support friendly units that are under attack.
The winner in CAULDRON is determined by comparing the victory point totals of the Axis and Allied players at the end of the game. Victory points are awarded to both players for the destruction of enemy units, to the Axis player for ‘supplied’ control of Tobruk, and to the Commonwealth commander for any ‘supplied’ Allied units that are able to exit the east edge of the map.
There are no scenarios offered with CAULDRON as variations on the Historical Game; nor are there any ‘optional’ rules.
A PERSONAL OBSERVATION
Even after over thirty years, I still have a soft spot when it comes to the folio version of CAULDRON. This is probably because, years ago, I used to take it with me — along with GDW’s 1940 and SPI’s WAGRAM — whenever I traveled for business. I can still recall many an entertaining evening sitting alone in my hotel room — my work for the day completed — puttering away with one of these three games, while my business colleagues whiled away their own time downstairs in the hotel bar. I can only guess at how many hangovers these games saved me, over the years. I also played these titles against live opponents when I was home, of course, but these compact little games were, hands down, my favorite solitaire ‘travel’ games: they just never got stale despite many, many playings. Not only that, but the historical situations simulated by these three titles are still, although very different, each fascinating in its own way. In this regard, CAULDRON remains a standout.
The long Axis siege of Tobruk, and the fortified port’s stunning and sudden capitulation following Rommel’s brilliant victory in the Battle of Gazala, was a fitting historical ‘exclamation point’ to arguably one of the most fascinating stories of World War II. Gazala was a very near run thing for the Axis, and Rommel came very close to losing the battle during the first few days of the fighting. Not surprisingly then, this historically fascinating game situation, combined with the well-tested MODERN BATTLES Game System makes for an exciting game that is easy to learn and fast-paced to play. Moreover, like all of the games in the NORTH AFRICA and MODERN BATTLES series, it is both simple enough to serve as introductory game for beginners, and still challenging enough to make for an exciting contest between experienced players. Thus, for players with even a passing interest in the North African Campaign, I recommend CAULDRON, highly; it is both a great solitaire game and an excellent choice for players of almost any skill level.
Design Characteristics:
- Time Scale: 1 day per game turn
- Map Scale: 2.5 kilometers per hex (estimated)
- Unit Size: battalion/regiment/brigade
- Unit Types: armor, reconnaissance, mechanized infantry, infantry, artillery, and anti-tank
- Number of Players: two
- Complexity: average
- Solitaire Suitability: above average
- Average Playing Time: 3 + hours
Game Components:
- One 17’’ x 22” hexagonal grid Map Sheet (with Turn Record Track, Terrain Key and Historical unit locations incorporated)
- 100 ½” cardboard Counters
- 20 ½” cardboard Random Number Counters (included in all of the “folio games” as a substitute for a six-sided die)
- One 8½” x 11” NORTH AFRICA Standard Rules Booklet (with Integrated Terrain Effects/Combat Results Table incorporated)
- One 8½” x 11” CAULDRON back-printed Exclusive Rules Sheet (with Initial Set-up and Reinforcement Schedule incorporated)
- One 5½” x 8½” NORTH AFRICA Consolidated Errata (as of 29 July ’76)
- One 4½” x 8½” SPI Products Catalogue and Mailer
- One 8½” x 11” Strategy & Tactics Subscription Mailer
- One 9” x 12” cardboard Game Folio
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.
THE WEST POINT ATLAS OF AMERICAN WARS (Complete 2-Volume Set)
Quite a brilliant post !
A reader from France !
Greetings Bir Hachim:
Welcome to my blog and thank you for your kind words; I only hope that you continue to find some of my future posts as interesting. By the way, it is nice to hear from a member of the French gaming fraternity; I have met a few players from Europe over the years at various conventions, but have not really had much opportunity for contact away from the major tournament venues.
Thanks Again and
Best Regards, Joe
Quite a pleasure, Joe !
By now, your blog is one of my favourite for wargaming as I am a fan of SPI productions !
Have a nice day !
Jean-Luc
I have this on the gaming table right now. Back in the daywhen it was published I had it figured out where to move each Axis unit and by turn Two-Turn Three at the max wipe out all the close Allied armored units in the south and take Bir Hachim. I'm trying to repeat the effect. now.
I was left a little flat with the new re-make from DG.Maybe old memories are hard to kill concerning an old flame compared to a new friend.
Greetings Kim:
As my game profile indicated, I aleways enjoyed this little game. And it was small enough that I could carry it with me when I travelled on business.
Best Regards, Joe
Joe
Whats your thoughts on the crusader folio game?
I found it the next best after Cauldron
Good Morning Kim:
I can't remember why I and my friends ended up settling on CAULDRON. Naturally, we played the other games in the Quad, along with Frank Chadwick's BEDA FOMM, and a number of other North Afrika-based games, but for some reason we all just kept returning to CAULDRON.
Best Regards, Joe