In Issue 21 of
Fire & Movement, Gary Charbonneau wrote, "You may have heard rumors that this game would be unplayable. It is." In his 1980 book
The Best of Board Wargaming, Nicholas Palmer noted that despite the game's obvious complexity, "the rules are clear and entertainingly written, there are copious notes, and the basic system does seem to have been properly playtested." Nevertheless he called the game "a mind-bogglingly slow job; no doubt the first ten turns are the hardest." He concluded by giving
CNA a very poor "excitement" grade of only 15% but a "realism" grade of 100%. In Issue 49 of
Moves, Thomas G. Pratuch called the game so big that "it defies immediate analysis of the tactical and strategic planning necessary to win the game." However, he called the game's scenarios the most complex designed to date. He also believed that players could use the game rules as a framework for designing new scenarios. In Issue 24 of
Phoenix, Bob Campbell called
CNA "certainly the best simulation of the desert war yet", despite its length. He found a mismatch between the "simple but laborious" logistics system and the very complex combat system. He especially found the air game to be overly complex, pointing out that designer Richard Berg admitted this in the Designer's Notes. Campbell concluded that the game was "a success, if only a partial success. It does not contain the ultimate truth about North Africa, but there's enough there to get on with." In the 1980 book
The Complete Book of Wargames, game designer
Jon Freeman noted the complete game would take at least 1500 hours to complete, and responded, "Balance? Who cares? To survive is to win." He further commented that this "was not a game, and to consider it as such is a big mistake. It's a history lesson—a pure simulation. On that level, it is quite an achievement; for people looking for a good 'game,' it is totally worthless." He gave the game an Overall Evaluation of "Very Good for historians, Very Poor for anyone else", concluding, "the game is overly complex and overlong—pure overkill." In a 2012 review, game designer
Andrea Angiolino called
CNA "the most complicated board game ever released." In a retrospective review almost 40 years after
CNAs publication, Luke Winkie called the arcane complexity of the game "transparently absurd", pointing out the example that each turn, every unit loses 3% of its fuel due to evaporation, except for British units, which lose 7% because historically they used 50-gallon drums instead of
jerry cans. He admitted that due to its complexity, "
The Campaign for North Africa will seduce new players for the rest of time." ==Cultural references==