玩家评分: 7.3

拥有
永不后退!北非前线
No Retreat!: The North African Front

桌游极客排名: 4077

本月排名变化: 26

玩家评分: 7.3

玩家人数: 2 (最佳: 2人)

时长: 180 分钟

难度: 3.3 (重度策略)

适合年龄: 12+

专业评分: 5.78

语言依赖:

大量文本需要阅读

出版年份: 2013

出版商:

| GMT Games

设计师:

| Carl Paradis

美工:

| Rodger B. MacGowan | Carl Paradis

桌游类别:

|战争 |二战

(格林尼治标准时间网站:)

随着无撤退的成功:俄罗斯阵线,二战的俄罗斯前线,胜利点游戏的游戏设计师卡尔帕拉迪斯和他的信任的动态二重奏开发人员艾伦·埃里奇(Alan Emrich)再次合作,介绍了这个游戏系列“无撤退:北非阵线”的第二章。这次他们从1940年12月8日至1942年从罗盘操作开始到非洲阵线,从利比亚驱逐轴线。

基于卡片辅助的概念游戏和死亡或荣耀的胜利条件,无撤退:北非阵线提供了一个叙事游戏,丰富了运动的衰落和流动的感觉,包裹着一个令人兴奋的机动和战斗系统,回到荣耀几天的经典战争,但包括所有的现代功能和大量的创新。与其他北非战争名称不同,有5个“迷你地图”位于运动中的各种机动终点,并且作为迷人的“迷你游戏”进行战斗。在自己的权利。玩家尝试扫描每张地图,并将动作强加到下一张地图上,以将对手推出游戏。#10;

这个豪华版结合了原始游戏,包括五个快速播放场景,比赛游戏,全功能运动游戏和奖金“入侵克里特岛”所有使用“Twillight Struggle Deluxe Edition”的豪华组件的迷你游戏质量问题。马耳他即将到来的因素最为殷切。虽然抽象到游戏的许多方面,玩家必须始终注意马耳他积极(帮助盟国)或不活跃(协助安讯士)。意大利部队在游戏板上展现的故事中占有一席之地,令人惊奇的是,这些单位的倒数第六位,使得每个计数器和十六进制都可以让人联想起“阿瓦隆山将军”杂志上那些伟大的比赛的辉煌时光。 #10;

使用供应点标记,以快速,轻松的方式收到,抓住主动权,取代损失并恢复粉碎的地层,点亮地图并开始在那里开展业务打开它的机动和战斗),然后继续那些球员轮到另一轮。每个额外的轮次必须由另一个供应点支付,通常由侧面支付,觉得有利的是按下并保持对手的压力,重新简单有效地重新生效,并在作为签名的战场作战中开始这个运动。

沙漠位于你和第二次世界大战之前。你必须在最令人惊讶和最艰苦的情况下忍受和胜出,因为没有退缩!

奖金游戏

不退缩:克里特岛的入侵#10这个奖金迷你 - 游戏将允许你在1941年5月期间重蹈历史上的第一次机载入侵。每个玩家将争取获得或维持对该岛的关键3个机场的控制。时间在这里是最重要的,因为每个参赛者必须在生活或死亡比​​赛中管理有限的资源,那里也没有空间来撤退!这是一个非常激烈的刀战,可以在几天的第一天很好地决定,而德国空降部队是最脆弱的,或者可能变成绝望的后卫行动,因为强硬的盟军部队试图逃离岛一个创新的游戏前设置规划程序和Airborne Landing规则,将确保没有两个游戏相同。

场景列表:

操作指南针,1940年:英国人惊奇地反对在利比亚无准备的意大利人,把他们推回300多英里,捕获了115,000名囚犯!由于其单位密度低,这种情况使得教程非常出色。它本质上是一场比赛,盟友赶到达到地图2,并赢得比赛。

1941年向日葵行动:由于撤出了最好的部队在希腊进行战斗,Rommel与21日的Panzer部队抵达非洲,并开始运作,以回撤最近的Allied进展。你能捕捉到Tobruk的重要港口/要塞,还是要被强大的澳大利亚人挡住?

1941年的十字军行动:Tobruk的重要性和马耳他对Axis的航向非洲的路线的压力使得双方在英国全面攻势期间完全承诺赢得西部沙漠的战争,以减轻对被困堡垒的围困。对于所有的战斗来说,这是一个非常自由的机动,其中机动的速度是非常重要的。

1942年威尼斯行动:在这次行动中捕获Tobruk并将盟军部署在沙漠中(并取消了马耳他入侵)之后,德国高级指挥部派出资源帮助罗梅尔的精锐部队参加埃及。联邦的力量能否在El-Alamein掌握,或者Afrika军团能否到达亚历山大和苏伊士运河?

Lightfoot的行动1942年:埃及阿拉贡的最后一道防守最终转向了盟军的胜利,因为蒙蒂压倒性的力量推倒了耗尽和供不应求的轴心部门。或者也许朗梅尔将能够再次脱离英国的敌人,把这场消耗的战斗转变成他的另一场着名的胜利?

1941年的比赛场景:对于有时间玩超过场景的球员,但对于完整的比赛来说还不够。行动从第一次隆美尔攻击向日葵开始,并持续到十字军行动到1941年年底。英国人可以保留托布鲁克和比哈兹,还是将场面结束在加扎拉附近的历史僵局?

成分:

一个22x18 Mapboard&两个11x18 Mapboard(所有安装和双面)

一张88张双面平方单位 - 一张56张,双面圆形标记。一本规则书(24页)

一个方案书(24页)

55张事件卡(NR2的36张,克里特岛的19张)

两个6面骰子

玩家人数:2

年龄:14及以上播放时间:每场景约50分钟; 4到5小时的竞选游戏;克里特岛迷你游戏60到90分钟。“NR2:德语&联盟单位是部门(8-10,000人),意大利单位是二组(2团)部门;每个十六进制为15公里,每转为1-2个月的实时(有时分为3-4天的战术转弯)。

克里特岛:单位是多营战斗群;每个十六进制是3公里横跨,每转8-12小时。

设计师:卡尔·帕拉迪斯

开发商:艾伦·艾格里奇#反对艺术:马克西蒙尼奇& Charles Kibler

MAP ART:Charles Kibler

(from GMT website:) 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 use of Supply Point markers, received in a fast, hassle-free way, to seize the initiative, replace losses and recover shattered formations, to light up a map and begin operations there (i.e., conduct player turns on it of maneuver and combat), and then to continue those player turns for another round. Each additional round of player turns must be paid for by another Supply Point, usually spent by the side that feels it is advantageous to press on and keep the opponent hard pressed, recreating simply and effectively the lulls and starts in battlefield operations that were a signature of this campaign. 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 airfields. 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: The British surprise offensive against the unprepared Italians in Lybia, pushing them back over 300 miles and capturing 115,000 prisoners! This scenario makes an excellent tutorial due to its low unit density. It is essentially a race game, with the Allies rushing to reach Map 2 and win the game there. Operation Sunflower, 1941: Rommel arrives in Africa with the 21st Panzer Division and begins operations to roll back the recent Allied advances, thanks to the withdrawal of their best troops to fight in Greece. Can you capture the important Port/Fortress of Tobruk, or will you to be stopped by the tenacious Australians? Operation Crusader, 1941: The importance of Tobruk and pressure from Malta on the Axis convoy routes to Africa caused both sides to fully commit to winning the war in the western desert during the British all-out attack to relieve the siege of the embattled Fortress. It's a wild free-for all battle, where speed of manoeuvre is all-important. Operation Venezia, 1942: After capturing Tobruk in this operation and routing the Allied forces in the desert (and the cancellation of the Malta Invasion), the German High Command sends resources to help Rommel’s exhausted forces race to Egypt. Can the forces of the Commonwealth hold the line at El-Alamein, or will the Afrika Corps reach Alexandria and the Suez Canal? Operation Lightfoot 1942: The last-ditch defence of Egypt and the resulting stalemate at El Alamein was finally turned to victory for the Allies as Monty’s overwhelming force pushed back the depleted and badly-supplied Axis Divisions. Or maybe Rommel will be able again to outmanoeuvre the British foe, and turn this battle of attrition into another of his famous victories? A Tournament Scenario 1941: For players that have time to play more than a scenario, but not enough for the full-fledged campaign game. Action starts with the first Rommel Attack of Operation Sunflower, and continues until Operation Crusader the end of 1941. Can the British keep Tobruk and Beghazi, or will the scenario end in an historical stalemate around Gazala? Components: One 22x18 Mapboard & two 11x18 Mapboards (all mounted and two-sided) One sheet of 88, 2-sided square units - One sheet of 56, 2-sided round markers. One rule book (24 pages) One Scenario Book (24 pages) 55 Event Cards (36 for NR2!, 19 for Crete) 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. DESIGNER: Carl Paradis DEVELOPER: Alan Emrich COUNTER ART: Mark Simonitch & Charles Kibler MAP ART: Charles Kibler