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Afrikakorps: Decision In The Desert, 1941-42 box art
2010 Ranked #11,053

Afrikakorps: Decision In The Desert, 1941-42

This desert wargame has opposing commanders plan operations, manage supply, and fight through campaigns in North Africa. Fog of war, air power, ports, and pursuit make each monthly turn a layered military challenge.

Wargames Wargame World War II Hexagon Grid Decades: The 1940's

Players

1-2

Play time

Not listed

Age

12+

Complexity

2.4/5

Rating

7.42

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Afrikakorps: Decision in the Desert, 1941-41, simulates the campaigns in the Western Desert in which Italo-German forces under the command of Erwin Rommel took on the forces of the British Empire. The game map shows the Egyptian/Libyan coastal area as it was in 1941-42.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Afrikakorps: Decision in the Desert, 1941-41, simulates the campaigns in the Western Desert in which Italo-German forces under the command of Erwin Rommel took on the forces of the British Empire. The game map shows the Egyptian/Libyan coastal area as it was in 1941-42. Each game turn represents one month. Each hexagon on the map represents 12.5 miles (20 km). There are two scenarios, short (May-November 1941) and long (May 1941 to November 1942). Afrikakorps is a two-player game of intermediate complexity. The rules contain about 15,000 words, meaning experienced players can finish the short scenario in about four hours. Solitaire play is doable. Rules cover such things as: high command bulletins, unit refits, supply, fog of war, pursuit and pursuit combat, fortified boxes, airpower, naval bombardment and transport, unit upgrades, off-map bases, major operations, special forces and tactics, coastal shipping, battlefield salvage, appeals to Berlin, capture of the Western Desert Force headquarters, amphibious landings, the Qattara Depression, port interdiction, anti-aircraft fire, air transport, aerial supply, airborne assault, oases, reconnaissance, heavy armor, 88s, and Malta. The turn sequence is as follows. I. Planning Phase II. Reinforcement & Refit Phase III. Operations Phases A. First Operations Phase 1 Movement Sub-Phase 2. Combat Sub-Phase B. Second Operations Phase C., D., Etc. Subsequent Operations Phases IV. Air Return Phase. V. Game Turn Inter-Phase A. Sudden Death Victory Sub-Phase B. Game Turn Advance Sub-Phase

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
240 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

2
Ty Bomba Joseph Miranda

Artists

3
Larry Hoffman Tadatoshi Jimbo Joe Youst

Publishers

2
Decision Games (I) Kokusai-Tsushin Co., Ltd. (?????)

Linked items

No published linked games yet.