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Operation Battleaxe: Wavell Vs. Rommel, 1941 box art
2013 Ranked #8,241

Operation Battleaxe: Wavell Vs. Rommel, 1941

An area-impulse wargame has Allied forces attack in North Africa while Axis forces counterattack and recover lost ground. Variable impulses make players decide whether to strike first or preserve forces for response.

Wargames Wargame World War II Area-Impulse History: World War II (Africa)

Players

2

Play time

Not listed

Age

12+

Complexity

2.36/5

Rating

7.20

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.6/5

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?

Operation Battleaxe: Wavell vs. Rommel, 1941 is a quick-playing depiction of the June 1941 Allied offensive in the North African desert.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Operation Battleaxe: Wavell vs. Rommel, 1941 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! Game Scale: Game Turn: 1 day (divided by 12 impulse phases) Area: 1" = 2 miles / 3.5 kilometers Units: Battalion to Brigade Game Inventory: One 17 x 22" full color map One dual-side printed countersheet (88 5/8" counters) One 12-page Operation Battleaxe rulebook One dual-side printed Players Aid Card Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 2-3 hours

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Editions

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Game and edition data

All specifications (5)

Play and group

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

Credits

Designers

1
Michael Rinella

Artists

1
Charles Kibler

Publishers

3
Kokusai-Tsushin Co., Ltd. (?????) Revolution Games (II) Take Aim Designs

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