In the inaugural issue of
Perfidious Albion, Charles Vasey and Geoff Barnard traded comments about the game. Barnard noted, "The game is complicated, and can be very long winded in terms of the amount of player work that must be expended to determine quite minor points ... Notwithstanding this, the game is certainly very realistic." Vasey replied, "I found it an interesting game, and one that I was at least pleased to attempt, but I would view it much along the lines of being rich. Nice if someone hands it to you on a plate, but far too much work otherwise." In Issue 54 of
Games & Puzzles (November 1976),
Nick Palmer called
Tobruk "one of the most innovative wargames for years. It positively bubbles with new ideas and old ideas taken in a new context. Whether all the ideas are good ones is another matter." He noted the graduate learning approach, but warned that "it requires patience to be prepared to play eight games before reaching the full flower of
Tobruk, and the early scenarios are not terribly interesting except as learning devices." Palmer found two major issues with the game: the lack of excitement around gradual attrition of units leading to surrender; and "the extraordinary number of die-rolls required." He concluded by giving the game an Excitement rating of only 2 out of 5, saying the game "is less suitable for newcomers [and is] unlikely to appeal greatly to players who demand instant action every turn." The following year, in his book
The Comprehensive Guide to Board Wargaming, Palmer confessed that he did not like the graduated system of rules, commenting that "Early scenarios are very simple indeed and not very interesting." He noted that "the most controversial feature is the legions of die rolls required, as each round of fire is checked in exhaustive detail." Palmer concluded that the game was "Impressively detailed, with strong flavour of realism, but some miss the blood and thunder of faster moving games." In his 1980 sequel,
The Best of Board Wargaming, Palmer added a further comment about the "interminable die-rolls ", saying, "This aspect of the game is its greatest weakness [...] Tedium can set in rapidly." He concluded by giving the game a very low "excitement" grade of only 20%. Andrew Marshall, writing for Boot Camp & Military Fitness Institute, noted that despite the use of SPI's new Simultaneous-Sequential-Play-System (SSPS) that allowed for much greater realism without sacrificing playability,
Tobruk did not sell well due to the detailed artillery penetration tables, which ironically undercut the new SSPS game system by increasing realism at the cost of playability. Marshall commented that the system "inundates players with tables of complex ballistics information." In
The Guide to Simulations/Games for Education and Training, Martin Campion commented on the possible use of this game as an educational aid, saying, "
Tobruk is fascinating, and except for the lack of terrain, fairly accurate. It is a great deal of work, however, for the amount of warfare simulated and probably too difficult for most classrooms." John Keefer, writing for
The Escapist Magazine in 2014, listed eight old Avalon Hill games that he felt deserved to be reprinted. One of the games was
Tobruk, which he recalled was "a very tactical game given the openness of the terrain, and it was also very specific with a limited set of scenarios." ==Awards==