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|Designer(s)||Error, Richard H. Berg|
|Publisher(s)||Error, SPI (Simulations Publications, Inc.)|
|Players||8-10, Best With 10|
|Play Time||Epic - Over 3 Hours|
This is a war game like no other. Although the map is big (10 feet / 3.048 m) the game is smaller than other games (Europa for one). There are not as many rules as in ASL. And yet this is the biggest monster game out there for a number of reasons.
The game is detailed to a degree no other game has come close to. If using the full rules you keep track of every individual plane and pilot in the three year campaign. Each counter on the board representing a ground unit is composed of many units which are kept track of on logs. Supplies are kept track of and dispersed in a very detailed manner.
From the rulebook we read how to run a game. "CNA is a logistically-oriented game, and its play requires not only a lot of attention to logistics, but, if you will, a logistically sound methodology." It is suggested that you have 5 persons per side with the following duties.
Commander-in-Chief: responsible for strategic decisions and to settle intra-team disputes.
Logistics Commander: In charge of all supplies. Accepts supply requisitions from the others and keeps all informed of supply shortages. Is in charge of supply dumps, Third line trucks and some second line trucks and is in charge of Naval convoys.
Rear Area Commander: Gets the supplies to the front. In charge of security, reserves, prisoners and construction.
Air Commander: In charge of all planes and pilots. Is responsible for planning air missions and deployment of air bases.
Front-line Commander: Executes all attacks and troop movements in the front line. Helps with coordinating defensive efforts.
Playing time with 10 players is listed at 1200 hours.