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  Rostov '41 Race to the Don by Multi-Man Publishing, The Gamers  Field Marshal von Rundstedt, in command of Army Group South, had the t...

Rostov '41 Race to the Don by Multi-Man Publishing, The Gamers Rostov '41 Race to the Don by Multi-Man Publishing, The Gamers

Rostov '41 Race to the Don by Multi-Man Publishing, The Gamers

Rostov '41 Race to the Don by Multi-Man Publishing, The Gamers

 Rostov '41

Race to the Don


Multi-Man Publishing, The Gamers

 Field Marshal von Rundstedt, in command of Army Group South, had the toughest assignment of the three Army groups in Operation Barbarossa. To Hitler he also had the most important assignment. Army Group South was supposed to capture the Ukraine and especially the Donbass. Then it was to capture the Soviet oilfields in the Caucasus. It didn't help that the Soviets that were fighting Army Group South were the most numerous and best equipped German opponents at the time of the attack: June 22nd,1941. The actual 'largest tank battle in WWII' had taken place at Dubno early in the campaign for Southern Russia. 

 The game comes with:

Standard Combat Series (SCS) rulebook (version 1.8)

Rostov ‘41 game-specific rulebook

One full color 22" x 34" map

280 counters

4 Scenarios

Box and dice

 This is the first part of the SCS Rulebook. It not only explains the games, but informs you on how to treat your opponent if need be:

"This series was designed for two reasons. First, it was meant to offset our other series which, by an order of magnitude, are much more complicated than the SCS. Second, it was designed to be a basic—read FUN—game which can be played at times when the others seem like too much of a good thing. These games are made for the “break out the beer and pretzels, and here we go” type of evening. While none of our games are designed with the beginner as their raison d’ĂȘtre, the SCS was designed as something the beginner would be able to was designed as something the beginner would be able to handle—as opposed to being devoured by. 

 I want to make the reasons behind a few things in this series known. First of all is our standard rounding rule. I have been forever pained by the “11 to 6? Oh, I’m so sorry, that’s only a 1 to 1 attack.” More importantly, watching players scrounge the map looking for a strength point or two to “make the odds break” is downright embarrassing. By making the “table break” happen at the 1/2 value, I hope to make players spend less time pre-calculating and more time just shooting from the hip. Its the shoot from the hip gun fight that is fun in wargaming, not the ravings of the accountant gone mad looking for each individual strength point. If your opponent starts to pre-calculate combats in this system (even after making it tougher on him), feel free to slap him silly! Sure, he can start scrounging for enough points to make that last 0.5, but only if you let him dodge around the Fog of War rule!"

 The map is fully functional and utilitarian in look. This is keeping with the whole SCS series. The games were meant to be easy to play and simple to figure out. It also helps that the terrain in the area is mostly steppe. The counters complement the map. They are 1/2" in size, and use the standard NATO symbols. The symbols are a bit small, but the numbers are easy to read.  The counters are the regulation Soviet brown and German gray and black (SS). Both of the Rulebooks are in black & white. The Series Rulebook is only eight pages long, while the Rostov '41Rulebook is also eight pages long. However, only three pages are for the actual Rostov '41 rules and the next four are the setup instructions for the four scenarios/campaign. The last page has the Terrain Effects Chart and the Combat Table Chart. All of the components match the style and price of the games in the SCS series.  

 You can play these four scenarios:

Fritz on the Don (Campaign), 14 Turns

Fritz on the Mius, 4 turns

Fritz Grabs Rostov, 7 turns

Soviet Counterpunch, 4 turns

 This is the Sequence of Play:

Initiative Player Turn

Reinforcement Phase
German Barrage Phase
Movement Phase
Barrage Phase
Combat Phase
Exploitation Phase
Supply Phase
Clean Up Phase

Non-Initiative Player Turn
The non-Initiative Player now repeats
the steps in order above.

Turn End
Advance to the next turn or end the game
if last turn of scenario.

There are also rules for:

Zones of Control
Terrain Effects
Unit Reconstruction
Disorganized Units (DG)

 The game plays as a free-wheeling affair. It is a standard size map, but the counter density is extremely low. The Series Rule that does not allow for your opponent to inspect your stack is a nice touch for some Fog-of-war. The Standard Combat Series was the brain-child of Dean Essig, and there are now over twenty games in the series. Rostov '41 was designed by Ray Weiss. The rules have no ambiguity in them at all. They are a model of rules for wargames, in both their being easy to understand, and their terseness. The Barrage rules (both Artillery and Air Strikes), are some of the most interesting ones in the game. The Soviet player can only use a barrage during the Barrage Phase. The German player can use his artillery in the German Barrage phase and the Barrage Phase. The German Air Strikes can be carries out in either Barrage Phase, but also in the Movement or Exploitation Phase. The German players' Air Strikes take precedent over anything else. This means that if the Soviet player is going to conduct a Barrage or Movement, the German player can interrupt him and use an Air Strike before the Soviet player makes his move or Barrage. The roll for Initiative decides how many Air Strikes each player has each turn. Each player rolls a six sided die (+1 to the Germans in a clear weather turn), and this decides who has the Initiative, The difference between each side's die roll is the number of Air Strikes the player with initiative receives.

 The game plays just like in any other Eastern Front game in 1941-42. The Soviet player must decide when to hold 'em, and when to fold 'em. He must try and stop the German motorized troops from shredding and then encircling his front. Some cardboard sacrifices will have to be made. The German player does not have time on his side. First the Rasputitsa (mud season), and then the winter will throw a monkey wrench into his plans. The campaign game has only fourteen turns for the German player to take as many Victory Hexes as possible. He needs at least twenty-two+ to get a Decisive Victory. In this game the five hexes of Rostov are worth fifteen points, so the German player does not have to occupy too many others. However, leaving supplied Soviet forces behind him will cost him dearly in taken away Victory Points. 

 In summary, this is a great game with excellent rules. Thank you multi-Man Publishing for letting me review this game. I have a few other games in the Standard Combat Series that I have not given the time they deserve judging by Rostov '41.


Rostov '41 Race to the Don:

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