CNA-CAMPAIGN FOR NORTH AFRICA

Updated 090530
  1. TITLE: Campaign for North Africa
  2. PUBLISHER: Simulation Publications Incorporated (SPI)
  3. SCOPE: The Invasion of Europe June 1944
  4. RULEBOOK DESCRIPTION: CAMPAIGN FOR NORTH AFRICA is a simulation of operations in Libya and Egypt from 1940 through early 1943. CNA was designed as a definitive simulation; it was intended for the sophisticated wargamer an the serious student of history. As such, CNA is the most logistically -oriented game ever designed and may be considered by some to be overly complex. Actually, the game system itself is quickly absorbed and most experience Players will have little problem understanding how to play the game. At the same tame, there is a ferocious amount of information for the players to digest and use, and the assimilation and coordination of all this information is what make CNA so formative, so challenging and so (hopefully) enlightening . Very little has been abstracted: CNA contains more hard information on the subject than any other single source encounter by the SPI design team.
  5. GAME BOX DESCRIPTION: No campaign has so completely captured the imaginations of both military historians and the public as has Africa's desert war in WWII. The harsh terrain, fluid fronts and complex supply and organization problems are all recreated in Campaign for North Africa. The sweep and power of the desert war comes to life again on over 24 square feet of beautifully and comprehensively illustrated map. Battles are fought using colorful cardboard playing pieces that portray, with great attention to historical accuracy, the size and strength of the military units and equipment actually involved. Their movement, positions and engagement for battle are regulated by a super-imposed hexagonal grid, which functions like a chess board's squares. Simple probability charts determine each combats outcome
  6. YEAR PUBLISHED (EDITIONS): June, 1978. Only one published edition .Errata from Web Grognards
  7. CREDITS
    • Game Design: Richard Berg
    • Game Development: Martin Goldberger
    • Physical Systems and Graphics: Redmond Simonsen
    • Rules Editing: Brad Hessel
    • Research Team:
      • General Research: Richard Barczynski, Howard Barasch, Ed McCarthy, Richard Berg.
      • The Commonwealth: David Ryan, Howard Barasch, Vance von Borrhies, Dave Isby, Al Nofi, Ed McCarthy.
      • The Axis: Leo Neirhorster, Brian Sullivan, Frank Chadwick, Orlando Sema, Ed McCarthy, Dave Isby, Al Nofi, Howard Barasch, S. M. Harman, Jr.
      • The Air: Tom Zombeck, Richard Berg, Dave Isby, Al Nofi.
      • The Sea: Richard Berg
    • Testing:
      • Chain of Command: Axis Forces in North Africa and the Mediterranean
        • C-inC: Jay Jacobsen
        • Air Marshall: Eric Berend
          • Strategic Air Force: Eric Berend
          • Tactical Air Force: Gerry Roston
        • Forward Forces Commander: Robert Croker
          • Corps Commanders: Brandon Einhord, Buy Ferraiolo, Mike Grant
        • Logistics/Quartermaster: Jacob Edwards
        • Rear Area Security & Development: John Ducmanh
          • Intelligence& Dirty Tricks: Oktai Oztunal
      • Chain of Command: Commonwealth Forces in North Africa and the Mediterranean
        • C-inC: Tom Zombek
        • Air Marshall: Peter cheering
          • Strategic Air Force: Jeremy Cohen
          • Tactical Air Force: Dick Rustin
        • Forward Forces Commander: Scott Rosenthal
          • Corps Commanders: J Matisse Enzer*, Winston Forrest
        • Logistics/Quartermaster: Dan Gelber
        • Rear Area Security & Development: Richard Dinardo**
          • Intelligence& Dirty Tricks: Dave Robertson
      • Other organizations operating in the North African Theater:
        • Swiss Geneva Convention Observation Team
          • Chief of Mission: Tom Herman
      • *Courtmartialed an convicted of charges of excessive cruelty to Prisoners-of-war
      • **Courtmartialed an cleared of charges of excessive cruelty to Prisoners-of-war
    • Production: Orhan Agis, Mike W. Barr, Rosalind Fruchtman, Ted Koller, Manfred Milkuhn, Bob Ryer
  8. NUMBER OF PLAYERS: 2 or team play
  9. WGA COMPLEXITY SCALE (1-10): 10+
  10. TYPICAL PLAYING TIME (HOURS): 20-1000 hours
  11. MAP SCALE: 8 kilometers per hex
  12. UNIT SCALE: Companies (100 men) to Divisions (15,000 men)
  13. TIME SCALE PER TURN: One Week
  14. NUMBER OF GAME TURNS:
  15. ARTICLE LISTING: Click here
  16. GAME INVENTORY: 1800 (five full size or ten half size) back printed counters; five 22" x 34" unmounted mapsheets; multiple playing aids 1 die; 48 page rulebook, 42 page Air & Logistics games rules of play and scenarios. One game box assembly.
  17. WBC & AVALONCON HISTORY: Not Applicable
  18. PBEM TOOLS:
    • No Java application VASSAL module at this time.
  19. PBEM OPPORTUNITES: Contact Wargame Academy if interested. A Group effort would be required to create a VASSAL module.
  20. WARGAME ACADEMY COMMENTS: I always considered ATW to be an unplayable monster. As I have no play experience, others are welcome to have their comments posted here. As a game it would more likely invest effort in other games covering this topic (TAHGC THE LONGEST DAY), but ATW does serve as a reference to other game design projects.
  21. WARGAME ACADEMY GAME TOOLS: None planned.

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