ROMMEL and AFRIKA KORPS by Joni Nuutinen

LINKS:
⊕ Play Store
⊕ Amazon
⊕ free turn-limited at Amazon
⊕ free local turn-limited APK to sideload
Can you make do with the meager Axis fuel resources, long supply lines, and unreliable Italian partners and successfully push the British forces away from North Africa.
⊕ Taking place in: 1941-03
⊕ Map size: 1440 = 60 x 24
⊕ Specials: Fuel delivery with fuel trucks and depots, but small number of units so minimal micromanagement
⊕ Released: 2013-04
Historical background: After the Italian collapse in North Africa German HQ sends in some German reinforcements, which spring from assumed defensive setup to a lighting fast attack across the area. In spite of serious supply challenges, Rommel manages to threaten the British strongholds of Cairo and Alexandria-Can you do better? To keep your armoured and motorized divisions on the move you must use Fuel Trucks to transport fuel from Fuel Depots to front line units. Fuel Depots can be refueled only from El Agheila (unlimited amount) or Tobruk (limited amount). Meanwhile only El Agheila and Benghazi provide food supply, so units must have a route to either of these cities after the British forces have moved.
CAMPAIGN NOTES:
Victory Conditions: Control all 100 Victory Points (VPs), which are gained from the cities. A total of 100 VPs in the play in total.
Corps: Changed a lot, and many units didn't belong to any particular Corps. Many units belonging to 'Tobruk Group' as marked as 98, and German-Italian mobile group AKA later 41st Corps is marked as 41.
Due to the limitations of the underlying game engine, the port city of Tobruk is only a partial fuel supply city, and not a general supply city.
Operation Flipper: British Commando Raid on German HQ makes some units to be cut off from communication (cannot be selected and moved) for this turn.
Lack of Italian Collaboration: Italians units refuse to take commands (during this turn) to reflect the troublesome relationship between Axis-partners.
The city of Gambut turned into Axis Supply City to reduce supply route processing, which can be a bit much for the budget devices (the map is so wide) at the later stages of the campaign (no fuel).
The road system has two tiers. Paths are less likely to offer a free movement (especially near the front line), while roads are very likely to offer one free movement.
Over the years, some have commented that the fatigue system seems to be more aggressive in this particular campaign. The code is the same as in other game, the most likely explanation is the combination of following factors: Units tends to over-concentrate on the coast roads, creating massive traffic jams. The ever-present ocean might increase the relativity of some calculations about the enemy forces nearby. Paths are not good to move on as the normal road.
Some of the newer code mentions 'province', but since this small-scale game does not include actual provinces with borders, this usually implies to hexagons within the range of two from the city.
Scenario Specific documentation that includes links to more generic documentation on how the game series and the underlying game engine works.
To get a feel play the free turn-limited demo version (sideload or Amazon App Store), while screenshots are available on the app stores. No ads or tracking in these either.
⊕ Back to main page
⊕ FAQ (Frequently Asked Questions) about game series overal
⊕ Developer Log: tidbits about military history and scenario updates
⊕ Sortable Table of all campaigns