One 34" x 22" map
560 ½" counters
32 page full color rulebook
2 player aids
This is the blurb from Multi-Man Publishing about the game:
Solitaire Rating: very good to excellent
Complexity: Medium
Playing Time: 3-10 hours
Scenarios: 3
Game scale: Units are divisions, turns are ten days, and hexes are 17.2 kilometers across.
This is a straight up old school hex-and-counter wargame that someone in 1978 would be able to sit down and play. It is not card driven, or has blocks for the units. The map is very well done, and has many of the charts and tables needed for play on it. There are no ambiguous hexes, as far as terrain, and rivers are all on their appropriate hex sides. All of the different Soviet defense positions around Moscow are on the map and easy to see. The Rulebook is twenty-seven pages long, with an abbreviated sequence of play on the back cover. The Rulebook is in full color. It is also printed in very large print. This makes it very easy on us old grognard eyes. The rules are setup very well, and are easy to follow. There are three Player's Aid cards. Two are the same and have the CRT and the weather die roll (this is optional) etc. on them. The other Player's Aid card has the setup for Scenario Two on one side (The First Scenario Setup is on the map), and the reinforcements for all three scenarios on the other. The counters are well done and not too 'busy'. You can easily read the information on them. The Soviet counters come with both historical and unknown strength sides. This allows the players to start with the historical Soviet strengths or unknown. While not a work of art, the game is up to the usual standards I have seen in my other MMP products. The cover of the game and Rules Booklet is another story. This is a picture right off a Soviet propaganda picture from the Second World War.
The three scenarios are:
The German Attack - This is ten turns long.
The Winter Counteroffensive - This is six turns long.
The extended Game - This is twelve turns long.
This is an abbreviated sequence of play:
A.) German Player Turn
1.) Supply Phase
a.) Weather
b.) Reinforcement/Supply Placement
c.) Receive Air Points
d.) Combat Unit Supply Check
e.) Isolated Attrition Check
f.) Supply Unit Removal (Snow Turns)
g.) Soviet Morale Chit Pull (if applicable)
2.) Movement Phase
a.) Unit Movement/Overrun
b.) Supply Unit Consumption
3.) Combat Phase
a.) Resolve Combat
b.) Remove Supply Units in Expend Mode
4.) Soviet Reaction Phase (The Soviet Player is allowed to move and overrun with eligible Mechanized units)
5.) Exploitation Movement (all German units may move again with one half of their movement allowance)
B.) Soviet Player Turn
1.) Supply Phase
a.) Reinforcement HQ and Combat Unit Placement
b.) Receive Air Points
c.) Combat Unit Supply Check
d.) Isolated Attrition Check
e.) Red Army Morale Check
2.) Katyusha Gun Phase
a.) Katyusha movement
b.) Katyusha Fire
3.) Movement Phase
4.) German Reaction Phase (Like the Soviets in his reaction phase, but with different parameters, the German player may conduct reaction move with his eligible Mechanized units).
5.) Combat Phase
a.) Ski Unit placement
b.) Resolve Attacks
6.) Exploitation Movement (identical to the German Phase)
You can see by the above picture that both sides receive air points, and there are special rules for the Soviet Katyusha rocket weapons (Stalin's organs). As the German player, you have to strike hard and fast to have any chance of gaining victory. The German player is not going to be able to make up lost time and space in the latter part of the game. The Soviet player has to be ready to have his lines torn open again and again by the German Player. He then must throw everything available to try and stem the German tide, and pray for winter. The game can be played with the historical weather for each turn, or optionally by deciding the weather by a die roll before each turn. This makes a big difference in the game. If the German player is lucky on his die rolls the game is much easier because some of the various modifiers for Rain, Snow, or Frozen weather conditions will not hamper him. Supply for both sides is dealt with entirely differently. A German unit is in supply if it is eight hexes from a friendly map edge. Farther than that, it depends totally on its parent unit's German Supply Unit. For example, a Fourth Panzer Army unit cannot use a Supply Unit from the Second Panzer Army. This is an easy elegant way to show how tenuous the German supply lines became during the battle. The Soviet Units have to be five hexes from a friendly map edge, or within five, (or four for mechanized), hexes of a Headquarters Unit that has an unbroken line to a friendly edge. The German player can also use the Supply Unit to help with odds shifts in two combat situations. However, once he has done that he loses the Supply Unit and must build it up again.
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The Defenses Around Moscow |
The game does a great job at giving the German player the idea that it is now or never. He must bust through the line and get going to get to Moscow before his tank's oil freezes. He also must face what seems like a zombie apocalypse of Soviet Units. Time and time again, he must break through Soviets' defensive lines. The Soviet player is also faced with deja vu. He must carefully construct defensive lines one turn to see them torn to ribbons by the German Units the next. As the Soviet player you must get ahold of the idea of sacrificing units. You must play to save the units that you can to fight again, whilst also knowing which ones to use as speed bumps against the German advance. I believe the game puts both players in their historic commanders seats. As the German you get to see how easy with clear weather and just a month earlier it could have gone. Playing as the Soviet the player can visualize just how close the Soviets came to losing this battle. When the Soviet counterattacks kick in, both players get to change their respective strategic roles. The German player has to try and hang on by the skin of his teeth while the Soviet gets to try and wipe him out. The only thing you can ask for in a wargame is that it replicates history for the players, without being ugly as hell. Judging by those criteria the game definitely passes muster. Thank you Multi-man Publishing for allowing me to review this very good game.
Robert
Multi-man Publishing:
Last Stand: The Battle for Moscow 1941-42:
Nice blog! thanks for share
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