Rommel was designed by Dan Verssen and is the first game in the "Field Commander" solitaire series of historical strategy board games. The player takes command of General Erwin Rommel's forces in 3 exciting WWII campaigns: France 1940, North Africa 1941, and D-Day 1944. An easy-to-use game system of "Battle Plan" and "Operation Plan" chits manages the Allied movement, combat, and reinforcements.
Each campaign comes with a list of historical options that the player can modify to adjust its difficulty level and improve replay value. Also, as units win battles, stats increase to affect ensuing battles and movement. The game comes with "Career" rules that allow the player to link campaigns, so that the outcome of one campaign affects the start-up conditions for the next campaign.
Game Information:
Game Time: Each campaign can be played in 2 hours.
Complexity: Moderate
Players: 1
Games by player age|Ages 12 and up
Components:
3 Full Color Campaign Maps (11" x 17")
176 Full Color (both sides) 5/8" counters
1 6-sided die
1 Campaign Log Sheet
Rulebook
Version 1.1
Einige Stellen präzisiert, Spielaufbau ergänzt
Tipp zum Drucken: Beidseitig, 2 auf 1 drucken, dann hat man alles schön kompakt (Vorderseite Spielablauf, Rückseite Spielaufbau und Battle Plans)
I have designed an Axis Supply Planner.I use the game Supply Counters on this Planner. There being 7 steps during the Sequence of Play where supply is required, I found it much more efficient to use 7 supply counter Holding Boxes rather than the 1 supply counter Holding Box present on the game board. This way I can allocate supplies as required and have a detailed breakdown of my supply situation in view at any point during a game.
This was my first wargame, and I found the rules a little frustrating at first. Not to mention that the Ghost Division scenario seems very hard to win. This is an expanded set up and turn summary that might help you get going. Now with clarified rules for Allied Orders.