I've replayed scenarios 1–3 of The Lions of El Alamein and am ready for the real meat, the Advanced scenarios (4 & 5) which cover the 2 and 3 battles of El Alamein. This is a block game with large hexes.
1–2 use the basic rules and are more training games. They cover the north and south parts of the 3rd battle of El Alamein. Terrain affects combat but not movement. The HQ activation is simpler than in the other VentoNuovo games. But you learn the basics. Scenario 1 is in the south and more of a puzzle for the Commonwealth (CW), Axis has little to do. In Scenario 2 the CW is still the driver but there is more for the player Axis to do. Players of other VN games should find the basics familiar.
Scenario 3 is the 1st battle of El Alamein. Terrain now affects movement, special Rommel rules, supply, ability for a player to have 2 tactical phases in a row, effects of air superiority, fast infantry, and the roaming sandstorm. At first I had major problems as the Axis. Most of the units are at 1/2 strength and I'm thinking “How do I advance, in too many cases the units aren't strong enough to attack." Then I realized that it is a game of maneuver and you need to bypass the strong points, put them out of supply and wait for enemy blocks to starve. Still haven’t won as the Axis but did much better last time.
A key point of Scenario 3 is that the CW has only 2 HQ units and the Axis has 4. Every time a HQ activates it loses a pip and once down to 0 it ain’t worth much. So the Axis needs to keep its advantage by activate only 1 HQ most turns. And the CW has to do many passes in the early game so it doesn't find its troops immobilized by lack of leadership.
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