A Spoiled Victory: Dunkirk 1940 is a solitaire game on the Allied rescue operation from May 27 to June 4th of 1940. Approximately 400,000 men from the Allied forces of Belgium, France, and England were surrounded in the area of Dunkirk by German forces. England launched Operation Dynamo with the hopes of rescuing 30,000. Instead they rescued 330,000. In this game, the player controls the Allied forces and must try to recreate the historical result.
The game uses Event cards to define the conditions for each turn. These cards dictate where the Luftwaffe will strike, how many units can evacuate, the German army movement, and the number of player actions.
The game uses a point-to-point map. The Allies can move between any two connected points but the Germans can only move on set tracks. As the player moves the Allied forces to the beach, they are converted to evacuee units, which can then sail to England. But even then they can be subject to artillery or Luftwaffe strikes until they arrive safely in England.
The game is scored by calculating the total number of evacuees rescued and earning victory points as a result. The historical result or better wins the game.
Operation Battleaxe is a quick-playing depiction of the June 1941 Allied offensive in the North African desert. The Allies possess more tanks, including the “Queen of the Desert,” the Matilda, and have mastery of the air. Crossing the Egyptian border into Libya their mission is simple: destroy the Afrika Korps, and lift the siege of Tobruk! The Axis forces in the path of the Allied advance occupy well-prepared strongpoints, and lurking somewhere behind them are the German panzers – and Rommel, “The Desert Fox.” The next three days of battle will decide the course of the war in the desert for months to come.
Utilizing a new and streamlined version of the “area-impulse” system players will experience the uncertainty of the desert battlefield. Each turn will contain a variable number of impulses, and both players will be challenged to determine whether it is better to attack first, or defend and then counter-attack. Having committed one’s infantry and armor to battle, artillery support may or may not be available. To win the Allied player must exploit his numerical edge in armor and artillery, plus airpower, to capture Axis positions and destroy German units. The Axis player must exploit his greater speed, operational flexibility and superior battlefield recovery, to recapture lost ground and destroy Allied units. Fast, furious, and chess-like, this is a game for players who love concentrated action!
Gazala: The Cauldron simulates the mobile portions of the battle of Gazala south of Tobruk between May 27 and June 14 1942. An Axis attack was met by a furious Allied counter-attack which then developed into a grinding battle of attrition and maneuver that finally ended in massive Axis victory.
Alternating random activation by formation provides player with uncertainty and high re-playability as no two games will be alike. Each turn player receive a varying number of activations to represent the supply levels, command confusion, fatigue and intelligence of their armies and this leads to an ebb and flow to the battle as each side is dominant at different times. After units move, strengths are educed to simulate fatigue and lack of defensive preparation making counter-attacking key to the game. Minefields, airpower, anti-tank abilities and the armor versus infantry conflict are all modeled in a simple and effective set of rules.
There are two scenarios with a playing time of 3-7 hours.
OGRE and its sequel G.E.V., are tactical ground combat games set in the not-so-distant future. In 2085 A.D., armored warfare continues – faster and deadlier than ever. Hovercraft, tanks and infantry slug it out with tactical nuclear devices. But the most feared weapon of all needs no human guidance. It’s a giant cybernetic tank called the OGRE.
The basic OGRE game gives one player a force of infantry and armor, and a command post he must defend. The other player has only one unit – but it’s an OGRE. It’s an even match. Advanced games allow solitaire or multi-player action, with OGREs on both sides.
Standard Combat Series game covering the campaign in North Africa from 1940 until 1942. This is the second edition of the Charles S. Roberts Best World War II game of 1993. Afrika – 2nd Edition is a fast-paced game of mobile warfare at the operational level. The heart of the game is the supply system, which highlights the logistical aspect of desert warfare.
The game contains one 22*34″ mapsheet, one 22*17″ mapsheet and 280 counters. It has two campaign scenarios and five short scenarios.
Afrika II is an updated version of Afrika (first edition) published by Multi-Man Publishing. The 2006 MMP 2nd Edition is the 11th game in the Standard Combat Series.
The game covers the campaign in North Africa from 1940-1942, beginning with the Italian invasion of Egypt.
Afrika II is more in line with “standard” SCS series rules. Many of the OCS-lite features which worked their way into the game as Dean was working on Guderian’s Blitzkrieg and the debut of the OCS series have been eliminated.
~ Multi-Man Publishing