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Trang chủ · Game hot · Wargames
Tobruk Location
Scenario 4 - Knightsbridge
Gazala Location
Gazala Box Cover
Counter Sheet Front 2

Gazala: The Clash of Armor (1983)

Số người chơi
2
Tốt nhất: 2 người
Thời gian chơi
180–180 phút
Độ tuổi
12+
6.38
Điểm trung bình
52
Lượt đánh giá
4.15/5
Độ phức tạp
#21426
Hạng BGG
Ngoài top 5.000
Tác giả:David Bolt
Hoạ sĩ:Bruce Weigle, Ina Clausen
Nhà phát hành:People's War Games
Điểm trung bình, lượt đánh giá, độ phức tạp và hạng lấy từ BoardGameGeek (BGG).
Hồ sơ game
  • Game này: Chiến thuật 7, May rủi 9, Tương tác 5, Độ phức tạp 8.3, Chủ đề 5
Chiến thuật7.0
May rủi9.0
Tương tác5.0
Độ phức tạp8.3
Chủ đề5.0

Chiến thuật, may rủi, tương tác, độ phức tạp và chủ đề của game này.

WargameWorld War IISecret Unit DeploymentHexagon GridSimulationDice RollingGrid MovementScenario / Mission / Campaign GameRatio / Combat Results TableVariable Set-upMovement PointsHidden Movement

Giới thiệu

The History

Late May 1942 saw the massing of unprecedented strength on both sides of the desert war. For several months the front had lain static and quiet while the opposing armies absorbed hundreds of new tanks and guns. The front erupted in a massive armored battle on May 27, which continued for four long weeks. In battle after battle Rommel, the desert fox, seemed to be surrounded and defeated, only to slip away and strike again. The British superiority in armor was hurled repeatedly against the deadly German 88 mm flak guns, leaving the desert covered with tank wrecks. Bravery was common among all the nationalities present: German, British, Free French, Italian, Indian, and South African troops all fought fiercely among the desert sands for the citadel of Tobruk.

The Game

The game GAZALA 1942 has daily turns that are composed of morning, afternoon, and evening phases. Each phase has a movement, combat, and exploitation segment. Players alternate moving formations (regiments, divisions, and corps) in a uniquely integrated movement system. The player with the initiative attempts to move one formation of his choice, and if successful in activating the formation, he may move all the units that belong to it. The opposing player than has the opportunity to move one of his formations in response, if he can activate it.

This system captures the feeling of desert warfare in which neither side knew for certain who was going to move what where. Combined with the unlimited possibilities of movement is a hidden unit rule that has units on the map inverted, only a dust-cloud is shown to the opponent. Players must conduct reconnaissance in order to determine if a single inverted unit on the map represents an infantry battalion, or an entire panzer regiment. Units are composed of strength points: each strength point represents 100 infantry, or 3 tanks, or 3–6 guns.

Movement points, which are expended at different rates by moving units that have different mobility abilities, are also spent to prepare for combat, perform reconnaissance, and cross minefields. Both players participate in the same combat phase with everything from anti-tank fire (differentiated for range), direct fire and assaults (which occur between opposing units that occupy the same hex), barrages, and airstrikes (plotted in advance, and liable to come down on your troops if you aren’t careful).

The rules cover the full range of features that were characteristic of desert warfare. There are five scenarios including an introductory scenario, and a campaign game. With full examples of play, extensive players’ notes, and an Order of Battle compiled by Gary Helmer, Frank Prieskop, and David Bolt, GAZALA 1942 offers players a detailed and comprehensive insight into one of the most mobile and fluid periods of warfare ever known.

5 scenarios (campaign game 27 May - 2 June) Scale

1,5 miles per hex 1 battalion per counter 1 day per turn

Components

32 pages rulebook 1 map (86 x 55.7 cm) 600 counters 6 standard size pages of charts

(from the back box and BGG user)

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