$10.00

User Rating Comment Status
Severus Snape
Canada
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"So teach us to number our days, that we may get us an heart of wisdom." Psalm 90:12 RV
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"I'm not allowed to say how many planes joined the raid, but I counted them all out and I counted them all back." Brian Hanrahan
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10
Sep 2006*
Prev. Owned
Dò the Clef
France
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10
Mar 2012
Want In Trade
Want To Buy
NIKOLAOS PANAGIOTOU
Greece
ATHENS
Unspecified
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10
Oct 2012
Ron Pfeiffer
United States
Surfside Beach
South Carolina
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7.5
Jan 2003*
Anything about the War in the Desert intrigues me. This is no exception.
LOCATION: E3
2011-03-02
Owned
David Keys
United States
Millinocket
Maine
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7
Apr 2003*
An SPI game, so that should tell you the chances of being good are pretty high. Part of the North Africa Quad. Good game, easy to learn. High solitare playability.
2003-04-26*
Owned
Darren Kerr
Australia
Kingston
ACT
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7
Feb 2009*
Owned
Kim Meints
United States
Waterloo
Iowa
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designer
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7
Jan 2011
It was always not reviewed well but I liked it.
2011-01-12
Eric Lai
Hong Kong
Happy Valley
None
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7
Dec 2011
Owned
Attila Ember
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7
Mar 2013
Don F
Canada
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7
Nov 2014
Owned
For Trade
Jeff Louis
United States
Colchester
Vermont
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6.5
Nov 2013
Prev. Owned
Piergiorgio Paglia
Italy
Capranica (VT)
Unspecified
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6
Mar 2004*
Owned
Gary Christiansen
United States
Columbus
Ohio
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6
Sep 2005*
Mostly fun as a solo title because the mine fields will make it a guessing game. Eventually Monty will have the necessary force to overwhelm Rommel, no matter what. It's pretty much the same system as many other Kursk variant games (move, combat, mech move), with a few twists for the situation. It can be fun, and it does have replay value, but mostly it's not too good as a two player game. I can recommend it for solo play though.
2005-09-09*
Owned
Mike Stoker
United States
Stockton
California
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6
Aug 2006*
Owned
Mark Saha
United States
California
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6
Nov 2007*
This is NOT part of the North Africa Quad. That game was SUPERCHARGE, which came later in 1975.

I give this a generous 6 because I got a lot of enjoyment back then exploring the tactical game system, but the minefields prevented much "game" from happening.

I think this game system was later used for ARNENNES OFFENSIVE, where it really shows its stuff.

If you want El Alamein, the North Africa Quad's SUPERCHARGE is the only game I've found that truly works as a game, is playable as a full campaign, and l successfully simulates this total nightmare of a minefield struggle.

2007-11-29*
John Vasilakos
United States
Annandale
Virginia
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6
Mar 2009*
I was plesently surprised how well this game played...even the big slugfest scenario, Supercharge was not the bore some previous reviews suggested. Not saying it is a great game...but I would certainly play it again
2009-03-11
Owned
Emmanuel Grouchy
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6
Apr 2009*
Owned
Sim Guy
United States
Albuquerque
New Mexico
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6
Feb 2011
Good, but not great, for the day - seemed better when I played it in the mid '70s, when there was much less to measure it by. Typical early SPI operational system at the regiment/battalion level. Some special rules that slowed things a bit, but not as much as the minefields. We certainly got a lesson in the challenge of attacking a mined position. Worked well as a solitaire game, else it would have garnered little play.
2011-02-01
Owned
Mike Brown
United States
Owatonna
Minnesota
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6
Jan 2013
Prev. Owned
United States
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6
Jan 2015
Owned
Eric Ayres
United States
Sacramento
California
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6
Oct 2014
Prev. Owned
Johnny Big Bird
United States
Manassas
Virginia
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5.5
Jan 2012
Owned
Rick Vogel
United States
Palos Verdes Estates
California
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5
Sep 2009*
Prev. Owned
Richard Seeley
United States
Columbus
Indiana
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5
Apr 2008*
Didn't really feel like I was playing a desert game when I played this.
2008-04-21*
Owned
For Trade
Paolo D'Ulisse
Italy
ROMA
Italy
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5
Nov 2005*
Owned
For Trade
(Mr.) Kim Beattie
United States
Rocklin
CA
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Embrace your inner geek!
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In Flanders fields the poppies blow Between the crosses, row on row, That mark our place; and in the sky The larks, still bravely singing, fly Scarce heard amid the guns below.
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5
Feb 2008*
Map & rules lost in storage? (August 2004)
Found! (May 2006)
Played pre-BGG.
2008-02-10*
Owned
Mark Humphries
Philippines
Unspecified
Metro Manila
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5
Jul 2008*
Will sell/trade locally
2012-10-20
Owned
Tim Benjamin
United States
Los Alamos
New Mexico
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5
Apr 2009*
(6.23) P & UP

First Alamein so far. Seems more of a solitaire chess-like exercise than a game. A Draw seems to be the only posible outcome. Supply, Combat (with regards to Minefield situations), and Road Mode (especially) rules are SPI fiddly. Simulation at the expense of the game. The fact that there is real history being simulated and that the other 2 scenarios seem to promise more saves this offering from being a 4.
2013-07-07
Owned
Caise Vickery
United States
Mary Esther
Florida
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5
Oct 2012
One of my first "real" wargames. Mines everywhere slowed the game.
2012-10-24
Owned
Skip Franklin
United States
Oklahoma City
OK
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5
Jan 2014
Prev. Owned
Vince Wilson
United States
Seven Fields
Pennsylvania
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5
Mar 2014
Killed by the subject matter. Like a number of famous battles, this was a grinding smack-fest, and not the most interesting situation to game. Half the map is covered with mine counters, and the armies crunch it out with little manuever. If you're looking for a title on this, you could do worse however.
2014-03-12
Owned
Eamon Bloomfield
Germany
23569 Lübeck
Schleswig Holstein
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designer
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5
Mar 2012
Prev. Owned
John Mundie
Canada
Ottawa
Ontario, a place to stand, a place to grow
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2
Dec 2009*
Prev. Owned
Tim A
United Kingdom
Wellingborough
Northamptonshire
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2
May 2015
Nicely presented old school hard work wargaming. All seems rather unsatisfactory; an interesting and intricate design not properly developed into a working game. In this regard, combat is so intricate as to be on the limit of being fathomable; these rules need to be read and re-read.

The first two scenarios simply do not work. Scenario 1 is an easy win for the Allies. Scenario 2 is an automatic win for the Axis under the existing victory conditions. But ignoring that, if the Axis player feels more energetic than just clearing a few mines, he will infiltrate and/or out flank the porous Allied line and totally eliminate the Allied army by isolation, and the Allies don't have enough units to plug the holes and prevent this. The Axis player need never make an attack to literally clear the board.

Doggedness alone has propelled me to scenario 3, which at least was more promising. The Allies won convincingly, with the Axis 'no retreat' line distorting play by preventing an adequate response to a southern outflanking manouevre. Had goodwill not been entirely expended we would have played again to see if a better Axis effort would have resulted in a more balanced game.
2015-05-11
Owned

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