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Armored Knights North Africa: Operation Crusader
Armored Knights North Africa: Operation Crusader
by Grognard Simulations, Inc. (GSI) (2012)
Player Count
2 to 6

Player Ages
15+

Playing Time
4 hours
Categories
  • Wargame
  • World War II
  • Designers
  • Christopher Fasulo
  • Mechanisms
  • Hex-and-Counter
  • Movement Points
  • Artists
  • Kyle Gebhardt
  • Family
  • Armored Knights
  • WWII - Africa
  • Region: North Africa
  • Digital Implementations: VASSAL
  • Rating: 6.25/10 from 4 users

    Description

    The British offensive to relieve Tobruk / November 18 - December 8, 1941

    Armored Knights North Afrika - Operation Crusader pits the numerically inferior but tactically superior Axis forces of Rommel against the British forces trying to open a route to Tobruk and free the trapped garrison there. The game provides a framework for Operational level combat that highlights the interaction between the various combined arms elements present. The game system uses a variable strength table that players use to determine how much benefit they get from the various different combat multiplying forces. Engineers, Anti-Tank, Anti-Aircraft, Recon, Close Air Support, and Artillery all work together to enhance you chances of success. And sometimes they don't do it right and don't work as well together as we would like. This creates a great deal of excitement in the battle and makes you think twice.

    The battle for Tobruk started on 18 November 1941 with the British moving 3 Armoured Brigades and a host of Infantry Divisions toward the port and perimeter. Some were fast cruiser tanks and others were faster American built Stuart tanks. The British would get a jump on the Germans and Rommel would be slow to realize there was a major offensive underway. There would be a number of major engagements to include two battles for the Sidi Rezegh Airfield, one for Bir El Gubi, where the Italians turned in a good account of themselves, and Rommel's famous Dash to the Wire. His dash was a failure, but he recovered in time to fight successful second battle for Sidi Rezegh.

    All units modeled as battalions, companies/batteries.
    Hexes represent approximately 2km of terrain.
    Each turn represents 2 hours of ff daylight or 2-4 hours of night.

    This game comes with:
    • Armored Knights North Afrika Rules
    •(5) 11x17 Scenario Cards
    • Numerous Player Aides and Examples
    • Game Turn Record Track
    • (16) 11 x 17 Full Color map sections
    • (4) Full Color Order of Battle Charts
    • Very Sturdy box
    • Approximately 1200 double sided unit counters and markers

    (from box and publisher's website)

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