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Rommel's Nightmare - Allied Counterattack at Arras, May 21, 1940

By: Firefight Games

Type: Ziplock

Product Line: DTP War Games (Firefight Games)

Last Stocked on 9/25/2016

Product Info

Title
Rommel's Nightmare - Allied Counterattack at Arras, May 21, 1940
Publisher
Category
Author
Perry Moore
Publish Year
2009
Dimensions
8.5x11x.2"
NKG Part #
2147397151
MFG. Part #
FFRNIGHTM
Type
Ziplock

Description

Please note that this is a DTP (Desk Top Publishing) game designed on a desktop computer and all components, including the counters which will have to be cut and mounted, are printed on paper. These are designed by some very well-known designers and are a low cost alternative to today's professionally produced games. On rare occasions, some of these games are reproduced by other companies with higher quality components including die-cut counters but most of them are not. If you believe this game to have a professionally produced version, please contact us with your inquiry and we will help you to locate it if it does indeed exist.

The attack by British and French armor sent shock waves down the German High Command as their vaunted SS troops fled when their antitank guns failed to penetrate the British tank armor of the Matildas. Rommel’s panzers were no more effective and it was only when Rommel ordered his 88mm AA guns to be used at antitank weapons was the British attack halted. However, the British two tank battalions and two infantry battalions, along with several French tank companies proved quite dangerous for several hours as nothing seemed to halt them. Rommel, himself, lost his cool and told his superiors he was under attack by division. The British armor continue to advance as shells bounced off their thick armor and it was in a desperation that Rommel ordered his four 88mm AA guns to level their barrels and fire in anti-tank mode. By the time this had occurred, the damage was done and the German High Command instructed its panzer spearhead to halt.

Each turn is 30-45 min. Units are mostly company size. Each hex is 400-500 yards. Each game has 11x17" map and has 280 counters. Rules cover historical and non-historical scenarios, use of Stukas, morale, armor strengths, leaders, random events, tactical advantages and more!

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