
Desert Blitzkrieg: Rommel's North African Campaign *PRE-ORDER*
| Designer |
Mike Vitale |
| Publisher | Compass Games |
| Players | 1-2 |
| Playtime | 150-600 mins |
| Suggested Age | 14 and up |
ETA Q2 2026
"Losing Tobruk was one of the heaviest blows I can recall during the war.ā ā Winston Churchill
Desert Blitzkrieg is an Operational level two-player board-wargame covering the North African desert Campaign from April 1941 to December 1942. Units are regimental level and Divisional Integrity is key to maximizing the density of your forces on the map covering eastern Libya and western Egypt from Aghelia to El Alamein. The game is of low-moderate complexity and features a āPoint-to-Pointā system while introducing a number of unique features.
Movement is along three different road types. Limited Port movement is possible. Supply Unit availability is critical for Battles as supply units must be expended to conduct a Battle. Battles use a āBattle Boardā with a āFront Lineā and āSecond Lineā where positional tactics to maximize Combat Values are key. Battles can be a āgame within a gameā and go for many rounds or be over quickly depending upon the playerās decisions. Unit types reflect different capabilities on the āBattle Boardā and the main map. A deck of event cards is provided to introduce a limited set of ārandom eventsā that will force players to deal with the uncertainty of combat.
While game play is relatively easy, players will be confronted with many decision in a given game turn, with many different outcomes building play tension while delivering great replay value.
HQs must decide whether to enhance Supply, Movement or Combat each turn.
Use of one or two āLong Range Desert Forceās (specially marked Recon units).
Player must decide a limited Card draw is to be made (there are only 6 per game, base).
Supply Units must be used for supply line extension and also are expended for Combat, so decisions about usage are key.
What boxes to build a limited number of Fortifications?
How to use the limited air support; Combat Attack, Defense, or Interdiction.
āBattle Boardā management. Deciding where to place units to maximize Combat Value.
Product Information:
Complexity: 4 out of 10 (Low/Moderate)
Playing time: 2.5 hours for short game, 10+ hours for full campaign
Solitaire Suitability: High
Players: Two (suitable for solitaire play)
Map Scale: Abstract (point to point)
Time Scale: Monthly turns
Unit Scale: Regimental equivalents with Divisional Integrity
-description from publisher's website
Original: $41.66
-65%$41.66
$14.58Desert Blitzkrieg: Rommel's North African Campaign *PRE-ORDER*
| Designer |
Mike Vitale |
| Publisher | Compass Games |
| Players | 1-2 |
| Playtime | 150-600 mins |
| Suggested Age | 14 and up |
ETA Q2 2026
"Losing Tobruk was one of the heaviest blows I can recall during the war.ā ā Winston Churchill
Desert Blitzkrieg is an Operational level two-player board-wargame covering the North African desert Campaign from April 1941 to December 1942. Units are regimental level and Divisional Integrity is key to maximizing the density of your forces on the map covering eastern Libya and western Egypt from Aghelia to El Alamein. The game is of low-moderate complexity and features a āPoint-to-Pointā system while introducing a number of unique features.
Movement is along three different road types. Limited Port movement is possible. Supply Unit availability is critical for Battles as supply units must be expended to conduct a Battle. Battles use a āBattle Boardā with a āFront Lineā and āSecond Lineā where positional tactics to maximize Combat Values are key. Battles can be a āgame within a gameā and go for many rounds or be over quickly depending upon the playerās decisions. Unit types reflect different capabilities on the āBattle Boardā and the main map. A deck of event cards is provided to introduce a limited set of ārandom eventsā that will force players to deal with the uncertainty of combat.
While game play is relatively easy, players will be confronted with many decision in a given game turn, with many different outcomes building play tension while delivering great replay value.
HQs must decide whether to enhance Supply, Movement or Combat each turn.
Use of one or two āLong Range Desert Forceās (specially marked Recon units).
Player must decide a limited Card draw is to be made (there are only 6 per game, base).
Supply Units must be used for supply line extension and also are expended for Combat, so decisions about usage are key.
What boxes to build a limited number of Fortifications?
How to use the limited air support; Combat Attack, Defense, or Interdiction.
āBattle Boardā management. Deciding where to place units to maximize Combat Value.
Product Information:
Complexity: 4 out of 10 (Low/Moderate)
Playing time: 2.5 hours for short game, 10+ hours for full campaign
Solitaire Suitability: High
Players: Two (suitable for solitaire play)
Map Scale: Abstract (point to point)
Time Scale: Monthly turns
Unit Scale: Regimental equivalents with Divisional Integrity
-description from publisher's website
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Description
| Designer |
Mike Vitale |
| Publisher | Compass Games |
| Players | 1-2 |
| Playtime | 150-600 mins |
| Suggested Age | 14 and up |
ETA Q2 2026
"Losing Tobruk was one of the heaviest blows I can recall during the war.ā ā Winston Churchill
Desert Blitzkrieg is an Operational level two-player board-wargame covering the North African desert Campaign from April 1941 to December 1942. Units are regimental level and Divisional Integrity is key to maximizing the density of your forces on the map covering eastern Libya and western Egypt from Aghelia to El Alamein. The game is of low-moderate complexity and features a āPoint-to-Pointā system while introducing a number of unique features.
Movement is along three different road types. Limited Port movement is possible. Supply Unit availability is critical for Battles as supply units must be expended to conduct a Battle. Battles use a āBattle Boardā with a āFront Lineā and āSecond Lineā where positional tactics to maximize Combat Values are key. Battles can be a āgame within a gameā and go for many rounds or be over quickly depending upon the playerās decisions. Unit types reflect different capabilities on the āBattle Boardā and the main map. A deck of event cards is provided to introduce a limited set of ārandom eventsā that will force players to deal with the uncertainty of combat.
While game play is relatively easy, players will be confronted with many decision in a given game turn, with many different outcomes building play tension while delivering great replay value.
HQs must decide whether to enhance Supply, Movement or Combat each turn.
Use of one or two āLong Range Desert Forceās (specially marked Recon units).
Player must decide a limited Card draw is to be made (there are only 6 per game, base).
Supply Units must be used for supply line extension and also are expended for Combat, so decisions about usage are key.
What boxes to build a limited number of Fortifications?
How to use the limited air support; Combat Attack, Defense, or Interdiction.
āBattle Boardā management. Deciding where to place units to maximize Combat Value.
Product Information:
Complexity: 4 out of 10 (Low/Moderate)
Playing time: 2.5 hours for short game, 10+ hours for full campaign
Solitaire Suitability: High
Players: Two (suitable for solitaire play)
Map Scale: Abstract (point to point)
Time Scale: Monthly turns
Unit Scale: Regimental equivalents with Divisional Integrity
-description from publisher's website













