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Ruweisat Ridge: The First Battle Of El Alamein box art

Ruweisat Ridge: The First Battle Of El Alamein

Players

2

Time

?-?

Age

12+

Weight

2.22

Rating

6.20

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.2

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation as players mainly compete against each other.

Replay value

Ruweisat Ridge: The First Battle of El Alamein has a high replayability score of 8.0. With its variability in gameboard, expansions available, strategic depth, player interaction, scalability, and moderate easiness to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

Ruweisat Ridge: The First Battle of El Alamein has a relatively low influence of luck. Random elements have minimal impact on the game outcome, with player decisions and strategy playing a more significant role. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Ruweisat Ridge: The First Battle of El Alamein, was first published in Strategy & Tactics magazine #105. The game covers the desert battles around El Alamein from July 1 through July 18, 1942. The British Commonwealth 8th Army must hold the line against the battered Panzerarmee Afrika, since Alexandria and the virtually undefended Nile Delta lie less than 100 miles to the east. The map depicts the battlefield of El Alamein, from the Mediterranean Sea in the north, to the virtually impassable Qattara Depression in the south. The game system tries out some unusual mechanics to simulate the fast-paced flow of desert warfare. Combat units are rated for firepower and assault strength, while AFVs have an armor rating, and artillery has an anti-tank rating. HQs are used for activation of units in their formation. Rules of interest are Opportunity Fire, Overruns, Reaction Movement and Withdrawal Fire, Airstrikes and Fortifications. Victory is determined by points gained through objective hexes, enemy units eliminated, and for occupying portions of the 'coast road'... the player with the most points wins. The difference in points between the Commonwealth and Axis player determines the level of victory. Originally published by SPI (Simulations Publications, Inc.) in Strategy & Tactics magazine #105. Game Scale: Turn: 1 day Hex: 1.5 miles Unit: Company to Brigade Game Inventory: One 16" X 21" mapsheet One countersheet (100 1/2" counters) One 12 page rules booklet

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Editions

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Credits

Designers

1
Douglas Niles

Artists

2
Ivor M. Janci Roger Raupp

Publishers

1
Tactical Studies Rules (TSR)

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