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War Of Tanks: France 1940 – The Breakthrough At Dinant box art

War Of Tanks: France 1940 – The Breakthrough At Dinant

Players

2

Time

180-600

Age

?+

Weight

3.1

Rating

7.55

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 3.9

Scales well

Strategy 4.6

Deep strategy

Control 2.2

Luck-sensitive

Table feel

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

Replay value

The game War of Tanks: France 1940 - The Breakthrough at Dinant has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions adds some additional replay value. However, the game may require some effort to learn, which slightly affects its overall replayability.

Luck profile

The final luck score for War of Tanks: France 1940 - The Breakthrough at Dinant is 4.333, indicating a game that is heavily dependent on luck and random elements. The game outcome is predominantly determined by random elements like dice rolls or card draws, with very little room for players to influence or mitigate the effects of randomness. Player strategy and decisions have minimal impact, and luck plays a major role in determining the game's outcome.

Overview

War of Tank: France 1940: The Breakthrough at Dinant, covers the very beginning of the infamous sickle cut, the incredible German blitz that would end two weeks later around Dunkirk. On May 12th, Rommel, Hartlieb and their panzer divisions are on the bank of the Meuse River. And they’re not there for the fishing. In front of them, the French divisions are just starting to reach their position after a forced marche. And they don’t know exactly what to expect. Rather than a large offensive and pitched battle, the battles that followed were a succession of chaotic attacks and counter-attacks, dashes forward, retreats and reorganizations. The German breakthrough, as spectacular as it may have been, was the result of stubborn, bitter and costly fighting. Freely inspired by the excellent Rommel at the Meuse, a game by Randy Moorehead published as a DTP by Simulations Workshop in 1995 - These are two very different games and systems, but the issues and the salient points of the battle had already been well thought out and built into RatM. Published in Battles Magazine #10, 2015 Game Scale: Game Turn: approx 4 hours Hex: 1 miles / 1.6 kilometers Units: Company to Regiment Game Inventory: One 18 x 33" full color map Two dual-side printed countersheets (280 1/2" counters) One 16-page Sedan rulebook Solitaire Playability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 2-15

Editions

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Credits

Designers

1
Olivier Revenu

Artists

1
Olivier Revenu

Publishers

1
Battles Magazine

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