Gazala: 1942

Gazala: 1942

From: Avalanche Press, Ltd.

Reviewed by: Ron McClung

Gazala: 1942 is a new War Game from Avalanche Press, Ltd.

The North African deserts were a hot-bed of war throughout World War II, from the Italian invasion of Egypt in September 1940 to the summer of 1942 which found the Axis and Allied armies facing one another west of Tobruk. So much so, that this is the second board game based in this theater that I have reviewed for Gaming Report, the first being Columbia Games’ Rommel in the Desert. This is a vastly different game on many levels, however, from a manufacturing point of view to the game system. Ironically, this is not the first game by Avalanche Press based in this theater either. Their other game is a tactical level game called Desert Rats.

From page # 1:

“The North African coast had seen the Axis and Allied armies repeatedly advance and retreat as each side alternately won and lost battles in the barren deserts of Cyrenaica.”

In the summer of 1942, the Axis and Allied armies met west of Tobruk with extensive minefields between them. Each military force readied a renewal of hostilities. On the night of May 26th four mobile divisions made the difference in the Battle at Gazala. Gazala 1942, the board game, simulates this critical battle that tragically led to the fall of Tobruk. Gazala 1942 is a regimental and battalion level game focusing on the area where the Battle of Gazala took place. Along with the rulebook and dice, there are 140 game pieces and one 22″x17″ high-quality map.

There are three scenarios available in Gazala, and most units are brigades or regiments, with a few battalions. The game claims that it can be played in one to eight hours. According to the web site, the game system is “very similar to that in America Triumphant and Alsace 1945, with the addition of anti-tank fire” (both games being unfamiliar to this reviewer). The game turn flows in a series of “impulses” after the initial segment. Each side determines Command level, which in turn determines the number of impulse chits the player has to choose from in the impulse phases. Like many games I have reviewed before like this, the chits drawn represent the headquarters that can act. Any unit within the headquarters range can act. An impulse is relatively easy – Movement Phase, Armor Phase (armor attacks take place), Combat Phase (all other attacks take place), and End of Impulse. At the end of every impulse after the first, the active player rolls a die to determine the end of turn. If the die roll is less then or equal to the number of chits he has already drawn, that player’s turn ends. Same for the opponent.

From the website:

“Rommel’s greatest desert victory.”

Combat is divided into two phases – armor and combat. All attacking units fires once. Using dice, combat values, and modifiers due to terrain and other situations along with an odds table, losses are determined for both sides. If the odds are in the attacker’s favor, in most cases the attacker will not lose much if anything. So it becomes a game of increasing ones odds in a battle by building up forces in the right places. Other strategic factors in the game are reinforcements, replacements, supply lines, terrain, special units, fortifications, minefields, unit breakdowns and retreat options. Damage is represented in steps, which is simply flipping the chit over to the weaker side. Each unit has up to three steps. On the last step, the unit is destroyed.

Italian, German, British, South African, Indian and Free French units are available on a 140 chit card. The chits are full color and use better graphics to represent the units than I have seen in other games. Units available are tank, armored car, motorized engineer, motorized infantry, marine, engineer, infantry and of course headquarters.

The three scenarios included in the game are – Opening Moves (One of Rommel’s great victories, this battle was an Axis offensive in late May against the British build-up in North Africa), Operation AIDA (An Axis assault on the British forces west of Tobruk in the summer of ’42), and Strike First (this is an offensive the British never got to execute to try to preempt the Axis assault in May of ’42). The game is packaged just like Defiant Russia in a small box.

It may be good to note that Avalanche Press, Ltd. also supports this game online with the following add-ons downloadable from the web site: Command Limits Table, Desert Parachutes, Littorio at Gazala, and Ariete at Gazala

In conclusion, what I liked most about this is that this game seems to simulate the randomness of strategy and the element of luck a little better than most. Between the randomly pulled impulse chits to the random end of turn, it allows for the player to rewrite history in many ways. This increases playability, which is a key in many of the obscure campaign games. The game flows pretty naturally, and although sometimes referencing a table is a pain in games, this one is right in front of you on the high quality map. It is a good game that I would want to play multiple times. The price is reasonable for the quality of the game. Very good and clearly written rulebook. I was into the game rather quickly, while reading the rulebook. Overall, a good game.

For more details on Avalanche Press, Ltd. and their new War Game “Gazala: 1942” check them out at their website http://www.avalanchepress.com, and at all of your local game stores.

Gazala: 1942

From: Avalanche Press, Ltd.

Type of Game: War Game

Game Design by: Brian L. Knipple

Cover Art by: Terry Moore Strickland

Additional Art by: Terry Moore Strickland, Peggy Gordon

Number of Pages: 32 page rulebook

Game Components Included: Box containingrules, counters, two 6-sided dice, large combat map and reference card

Retail Price: $ 19.99 (US)

Number of Players: 2

Difficulty: 3 out of 5 stars

Play Time: 2 to 4 hours

Item Number: APL0029

Website: www.avalanchepress.com

Reviewed by: Ron McClung