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Ruweisat Ridge: The First Battle Of El Alamein box art
1985 Ranked #16,439

Ruweisat Ridge: The First Battle Of El Alamein

A historical desert-warfare simulation has Axis and Commonwealth forces activate formations, fight, and contest strategic ground. Opportunity fire, overruns, airstrikes, and fortifications shape the struggle for objectives, coastal road positions, and victory points.

Wargames Wargame World War II Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

2.22/5

Rating

6.20

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

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?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
240 min
Age
12+
Complexity
2.2/5
Credits and catalog connections

Credits

Designers

1
Douglas Niles

Artists

2
Ivor M. Janci Roger Raupp

Publishers

1
Tactical Studies Rules (TSR)

Linked items

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