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No Retreat! - The North African Front (Deluxe Edition)

By: GMT Games

Type: Boxed Game

Product Line: Non-Series War Games - World War II

Last Stocked on 12/2/2024

Product Info

Title
No Retreat! - The North African Front (Deluxe Edition)
Publisher
Category
Sub-category
Author
Carl Paradis
Publish Year
2013
Dimensions
9x12x2"
NKG Part #
2147537528
MFG. Part #
GMT1312
Type
Boxed Game
Age Range
12 Years and Up
# Players
1 - 2 Players
Game Length
180 Minutes

Description

Following on the success of No Retreat: The Russian Front, where the Russian Front of World War II beckons, Victory Point Games' dynamic duo of game designer Carl Paradis and his trusty developer Alan Emrich have teamed up again to present the second chapter in this game series, No Retreat: The North African Front. This time they take the gaming action to the African Front, from the start of Operation Compass on 8 December 1940, through 1942 to the eviction of the Axis from Libya.

Building on the notion of a card assisted game and death-or-glory victory conditions, No Retreat: The North African Front offers a narrative game rich in the feel for the ebb-and-flow of the campaign, wrapped around an exciting maneuver and combat system that harkens back to the glory days of classic wargaming, but includes all the modern features and plenty of innovations. Unlike other North Africa wargames, there are 5 "mini-maps" located at the various termini of maneuver in the campaign, and where battles are waged as fascinating "mini-games" in their own right. Players try to sweep each map and force the action onto the next one in an effort to push their opponent out of the game.

This Deluxe Edition combines both the original game, featuring Five quick-playing scenarios, a Tournament Game, a Full-Fledged Campaign game, and a Bonus "Invasion of Crete" mini-game, all using deluxe components of "Twillight Struggle Deluxe Edition" quality.

The looming Malta factor is accounted for most assiduously. While abstracted into many aspects of the game, players must always be mindful of Malta being made active (helping the Allies) or inactive (assisting the Axis). The Italian forces have their rightful place in the story unfolding on the game board, and the remarkable paucity of units turns every counter and hex into the kind of wargaming puzzle reminiscent of the glory days of those great contests from the Avalon Hill General magazine.

The desert lies before you and World War II is at stake. You must endure and prevail under the most surprising and grueling of circumstances, for there is No Retreat!

Bonus Game

No Retreat: The Invasion of Crete

This Bonus mini-game will allow you to refight the first airborne invasion in history, during May 1941. Each player will fight to gain or maintain control of the Island's critical 3 airfeilds. Time is of the essence here as each contestant has to manage his limited ressources in a life-or-death contest where neither has space to Retreat! This is a very intense knife-fight that can be very well be decided in the few first days, while the German Airborne force is most vulnerable, or could turn into a desperate rear-guard action, as the hard-pressed Allied troops try to escape the island. An innovative pre-game set-up planning procedure, and Airborne Landing rules, will insure that no two games play the same.

Scenario Listing:
Operation Compass, 1940
Operation Sunflower, 1941
Operation Crusader, 1941
Operation Venezia, 1942
Operation Lightfoot 1942

A Tournament Scenario 1941
Contents:

  • Three 2-sided mounted maps
  • One sheet of 88, 2-sided square units
  • 55 Event cards (37 for NR2, 18 for Crete)
  • One sheet of 112, 2-sided round markers
  • Rulebook
  • Playbook
  • 7 Player Aid Cards
  • Two 6-sided dice

    Number of Players: 2
    Ages: 14 and up
    Playing Time: approximately 50 minutes for each scenario; 4 to 5 hours for a campaign game; 60 to 90 minutes tor the Crete mini-game.
    Scale NR2: German & Allied units are Divisions (8-10,000 men), Italian units are Corps of binary (2 Regiment) Divisions; each hex is 15km across, and each turn is 1-2 months of real time (sometimes split into tactical turns of 3-4 days) .
    Scale Crete: Units are Multi-Battalion size battlegroups; each hex is 3km across, and each turn is 8-12 hours.