With incorrect intelligence, faulty timing and lack of surprise, the raid was a total fiasco in which most of the men never got off the beach, and over half were wounded, killed or taken prisoner.
Newberg later commented, "In the beginning we [at Simulations Canada] wanted to do one game in three on a Canadian topic, with the strange notion of building a domestic market.
"[4] Disappointed by the lack of Canadian sales, Simulations Canada did not publish any other Canadian-themed games with the exception of Quebec Libre (1978) and Ortona (1983).
In Issue 12 of Fire & Movement, Roy Schelper admitted to being prepared for a fairly amateur effort by small Canadian game publisher Simulations Canada, but was pleasantly surprised by the professionalism of the components.
Schelper concluded with a strong recommendation, saying, "Dieppe is a fascinating exercise in problem-solving, and covers for the first time, to my knowledge, one of WWII's more obscure topics.
Poole had some problems with rules ambiguities, and wished that the game had been designed to give a longer, more complex and more in-depth examination of this battle.
"[2] In Issue 10 of Simulacrum, Luc Olivier commented that, like the actual battle, the game could have suffered from "the unclearness of the real purpose of the operation."