|
by Nick Spaz 08/26/2026, 10:33pm PDT |
|
 |
|
 |
|
War with a Mate
The Campaign for North Africa: The Desert War, 1940–43 has long been the gold standard for ridiculously complicated monster 1970s war games. A full game is estimated to take 1500 hours. Even the designer had admitted he never played a complete game, and no such instance anywhere has been recorded.
wiki wrote:
Reviewer Luke Winkie pointed out that "If you and your group meets for three hours at a time, twice a month, you'd wrap up the campaign in about 20 years." It has also been called the most complex wargame ever designed, with the commonly cited example (noted in SPI's advertising) that Italian troops require additional water supplies to prepare pasta.The map board alone is 9.5 ft (3 m) long.
To give an idea of the game's complexity, reviewer Nicholas Palmer outlined the actions for one side's single turn. As a first step, before playing, the player or team must make unit organization charts for every one of the hundreds of counters on their side. Then each turn:
Plan strategic air missions
Raid Malta
Plan Axis convoys
Raid convoys
Distribute stores and consume stores
Calculate spillage/evaporation of water and adjust all supply dumps
Determine initiative
Determine weather (hotter weather results in more evaporation of water)
Distribute water
Reorganize units
Calculate attrition of units short of water and stores
Begin building construction
Begin training
Rearrange supplies
Transport cargo between African ports
Bring convoys ashore
Deploy Commonwealth fleet
Ship repair
Plan tactical air mission if airplanes are fuelled
Begin air mission
Fight air-to-air combat
Fire flak
Carry out mission, return to base, airplane maintenance.
Place land units on reserve
Movement:
Move units, tracking fuel expenditure and breakdown points vis a vis weather
Enemy reaction
Move more units
Combat:
Designate each tank and gun as deployed forward or back
Plot and fire barrages
Retreat before assault
Secretly assign all units to anti-armor or close-assault roles
Anti-armor fire
Adjust ammunition
Deploy destroyed tank markers and update unit records to reflect losses.
Carry out probes and close assaults
Release reserves
Move rear trucks
Begin repair of breakdowns
Make patrols
Repeat all movement and combat steps a second time
Repeat all movement and combat steps a third time
This isn't a game, it is a War College simulation. The idea of a game that requires a staff to play it, and that practically plays in real time is a bit over the top. I got my copy cheap, and I'm happy that I own it, but it will never be played.
"Join Andy and James as they play an unfinishable board game to completion, or die trying.
From the first 14 episodes figuring out how to play, followed by their near 100-episode practice run of 6 Turns, the guys are eyeing up the full 111-Turn game that will take them maybe the rest of their mortal lives. With weekly doses of game recap, listener mail, Andy's History Corner and tangent-friendly "Common Ground" segments, this playthrough is only achievable for the Subtle, Humble and Brave.
SPI's The Campaign For North Africa is a comically complicated board game that feels like a practical joke. Published in 1978, with no evidenced completions of the 111-Turn game, this is a behemoth board game like no other.
Learning the ropes - Ep 1 - 14
Practice Turn One - Ep 15 - 37
Practice Turns Two to Six - Ep 38 - Present" |
|
 |
|
 |
|
|
|