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- BGG rank
- BGG #19,341
- BGG rating
- 7.5
COMMANDO n°4: Dieppe 1942
2017
Rules assistance for COMMANDO n°4: Dieppe 1942
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
- 1 player
- 60–120 min
- 16+
- Complexity 2.0/5
For 1 player
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Rules assistant for COMMANDO n°4: Dieppe 1942
What would you like to know?
Answers come from the official rulebook, with the page to check.
COMMANDO n°4: Dieppe 1942 is a board game released in 2017 for 1 player, 60–120 minutes per game, and ages 16 and up. It was designed by Philippe Hardy and its main mechanics are Dice Rolling, Point to Point Movement, and Simulation.
About the game
"Commando 4 en action: Dieppe 1942" is a solitaire tactical wargame appearing in the French Vae Victis magazine #131 (special game edition). It simulates the British commandos raid under Lord Lovat's command (Operation Cauldron) to destroy a powerful German battery (code name Hess) near Varengeville (in Normandy) during the famous August 19th 1942 Dieppe operation. During this operation, the British landed by Landing Craft Assault (LCA) on Orange I & II, were ordered to destroy the six 155mm guns battery, capture German soldiers, cut telephone wire and finally embark all in the waiting LCA. The game is edited under ziplock and contains an A3-size map depicting Varengeville (close to Dieppe) surroundings (scale at 1/25000), 108 counters (the 2 formation of British commandos lead by lieutenant colonel Lovat and Mills-Robert ; German coastal defense, Luftwaffe guards, MGs, Flak, mines, wires, pill-boxes and part of 571th infantry regiment reinforcements ; activation and other markers). One typical counter unit represents around 10 men. The rules are included in a separate 16 pages A5-sized booklet. Very easy to learn and fun to play ! The duration of the game is 12 turns from 4:45 to 07:30 am. The player plays the British side first each turn and then the activated german units fight, move and get reinforcements in this respective order. Except for the coastal defenses, the German units are not represented on the map at the beginning. Instead, several randomly selected activation markers are deployed in specific areas of the map. The combination of proximity to British units and alert level may trigger an activation marker that may hide 0 to 4 German units. These activated units may then fight and move. German move is dictated by closest (in PM) and largest enemy stack or German stack. Combat - Fire and/or Assault - is resolved by comparing the strength of both adjacent stacks modified by the presence of an officer, the terrain modifier and 1D6 for the British and 1D10 for the Germans. Largest score inflicts one step loss to the other. Sniper and mortar section are represented with special effects on the game. The British must score at least 10 victory points to get a marginal victory. More than 20 is a decisive victory. The historical score is 24 VP.
Categories
Designers
Publishers
- Vae Victis
- Cérigo Editions
Questions and answers
COMMANDO n°4: Dieppe 1942 supports 1 player according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for COMMANDO n°4: Dieppe 1942 is 60–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists COMMANDO n°4: Dieppe 1942 for ages 16 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
COMMANDO n°4: Dieppe 1942 has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
COMMANDO n°4: Dieppe 1942 belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Point to Point Movement, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of COMMANDO n°4: Dieppe 1942 are: Philippe Hardy. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists COMMANDO n°4: Dieppe 1942 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.