Ruweisat Ridge: The First Battle of El Alamein (1985)
Playtime: 240
Min. Age: 12
Players: 2
Publisher: Tactical Studies Rules (TSR)
Designers: Douglas Niles
Artists: Roger Raupp, Ivor M. Janci
Mechanics: Dice Rolling, Simulation, Hexagon Grid, Grid Movement
Min. Age: 12
Players: 2
Publisher: Tactical Studies Rules (TSR)
Designers: Douglas Niles
Artists: Roger Raupp, Ivor M. Janci
Mechanics: Dice Rolling, Simulation, Hexagon Grid, Grid Movement
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Ruweisat Ridge: The First Battle of El Alamein, was first published in Strategy & Tactics magazine #105. The game covers the desert battles around El Alamein from July 1 through July 18, 1942. The British Commonwealth 8th Army must hold the line against the battered Panzerarmee Afrika, since Alexandria and the virtually undefended Nile Delta lie less than 100 miles to the east.
The map depicts the battlefield of El Alamein, from the Mediterranean Sea in the north, to the virtually impassable Qattara Depression in the south.
The game system tries out some unusual mechanics to simulate the fast-paced flow of desert warfare. Combat units are rated for firepower and assault strength, while AFVs have an armor rating, and artillery has an anti-tank rating. HQs are used for activation of units in their formation. Rules of interest are Opportunity Fire, Overruns, Reaction Movement and Withdrawal Fire, Airstrikes and Fortifications.
Victory is determined by points gained through objective hexes, enemy units eliminated, and for occupying portions of the 'coast road'... the player with the most points wins. The difference in points between the Commonwealth and Axis player determines the level of victory.
Originally published by SPI (Simulations Publications, Inc.) in Strategy & Tactics magazine #105.
Game Scale:
Turn: 1 day
Hex: 1.5 miles
Unit: Company to Brigade
Game Inventory:
One 16" X 21" mapsheet
One countersheet (100 1/2" counters)
One 12 page rules booklet
The map depicts the battlefield of El Alamein, from the Mediterranean Sea in the north, to the virtually impassable Qattara Depression in the south.
The game system tries out some unusual mechanics to simulate the fast-paced flow of desert warfare. Combat units are rated for firepower and assault strength, while AFVs have an armor rating, and artillery has an anti-tank rating. HQs are used for activation of units in their formation. Rules of interest are Opportunity Fire, Overruns, Reaction Movement and Withdrawal Fire, Airstrikes and Fortifications.
Victory is determined by points gained through objective hexes, enemy units eliminated, and for occupying portions of the 'coast road'... the player with the most points wins. The difference in points between the Commonwealth and Axis player determines the level of victory.
Originally published by SPI (Simulations Publications, Inc.) in Strategy & Tactics magazine #105.
Game Scale:
Turn: 1 day
Hex: 1.5 miles
Unit: Company to Brigade
Game Inventory:
One 16" X 21" mapsheet
One countersheet (100 1/2" counters)
One 12 page rules booklet
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The game was also published under these names:
Ruweisat Ridge: The First Battle of El Alamein
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ag.gameitem.lastUpdated: 2025-06-24 23:48:47.718