Board Game
1st Alamein: July 1942
Released 1997 / 2-2 players / 75-120 min / Ages 10+
Designer: Lou Coatney
Artist: Robert Scott Coatney
Publisher: (Web published)
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Description
1st Alamein is my (Lou Coatney's) 1997-designed free, print-and-play 2-player game about the opening battle for Alamein, in July 1942, which was Rommel's best chance to break through and take naval base Alexandria, Cairo, and the Suez. It is the first part of my Battles for Alamein game set, and it is an ideal introductory game for the hex-and-counter game format.
It uses archaic (but surprisingly realistic) combat mechanics with "active Zones of Control" requiring combat - except of Allied units already in brigade boxes/fortifications - which can be taken and eliminated.
My trademark Disruption rules showcase the importance of keeping at least one unengaged or at least UnDisrupted unit as a reserve.
The icons/figures on the pieces are by my older son Robert, who was also the playtester to the point of helping me design the game. (We have played it hundreds of times together, even in video telephone conversations.) Graphics guru Patrick Tremoureux has used those to produce professional quality map and units.
The scale of the game is: 1 day of real time per (10) game-turn(s), approximately 6 miles/10 kilometers per hexagonal space width, and brigade-to-division (8,000-15,000 men) unit scale, which amounts to 12 ground units on each side. It takes a little over an hour to play.
It uses archaic (but surprisingly realistic) combat mechanics with "active Zones of Control" requiring combat - except of Allied units already in brigade boxes/fortifications - which can be taken and eliminated.
My trademark Disruption rules showcase the importance of keeping at least one unengaged or at least UnDisrupted unit as a reserve.
The icons/figures on the pieces are by my older son Robert, who was also the playtester to the point of helping me design the game. (We have played it hundreds of times together, even in video telephone conversations.) Graphics guru Patrick Tremoureux has used those to produce professional quality map and units.
The scale of the game is: 1 day of real time per (10) game-turn(s), approximately 6 miles/10 kilometers per hexagonal space width, and brigade-to-division (8,000-15,000 men) unit scale, which amounts to 12 ground units on each side. It takes a little over an hour to play.
Game at a glance
- Year published
- 1997
- Players
- 2
- Play time
- 75–120 minutes
- Listed playing time
- 120 minutes
- Minimum age
- 10+
Categories (3)
- Print & Play
- Wargame
- World War II
Mechanics (6)
- Dice Rolling
- Grid Movement
- Hexagon Grid
- Movement Points
- Secret Unit Deployment
- Simulation