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  Stargard Solstice by Three Crowns Games  It is 1945 and the Red Army is seeking vengeance for the horrors that were perpetrated in the Mot...

Stargard Solstice by Three Crowns Games Stargard Solstice by Three Crowns Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

1945




 Stargard Solstice


by


Three Crowns Games





 It is 1945 and the Red Army is seeking vengeance for the horrors that were perpetrated in the Motherland. Conversely, the German Army is trying to hold back the red hordes from invading the Fatherland. The Germans are attempting to strike with Operation Solstice (Sonnenwende). Meanwhile, the Soviets are starting their East Pomeranian Campaign. The Germans are scraping the bottom of the barrel as far as manpower and armaments. The Soviets are also low on manpower, but they have plenty of artillery, tanks, and planes to support their offensive.





 This is what Three Crown Games has to say about their game:

"Stargard Solstice starts with one of the last German offensives of 1945, ‘Operation Solstice’. At the beginning Guderian had planned a pincer move to relieve Küstrin, but Hitler wanted to save troops to retake Budapest. This resulted in changing objectives to the relief of Festung Arnswalde and trying to cut the Soviet supply route towards Küstrin. The historical objective for the Soviets was to drive the Germans out of Pomerania and thereby protect their right flank while preparing to take Küstrin and make the final thrust towards Berlin. Stargard Solstice is a game recreating this campaign in Pomerania from 15th February – 6th March, 1945."


 This is what comes with the game:

 A full color A1 map

 16 page rulebook

 286 high quality, 15mm die cut counters

 Front and Back cover with game aids, charts and tables

 Sturdy 100my ZIP-lock bag


Game Turn: 2 days

Hex: about 3 to about 4 km

Units: Battalion to Division

Solitaire Playability: High

Complexity Level: Medium

Players: 2 or more

Playing Time: 3-10 hours


Soviet counters

 The map is a standard size one. It has large hexes and is easy to read. The Turn Record Track and some German and Soviet holding boxes are on it. As far as wargames maps go this is pretty standard. On its plus side is that there is no ambiguity to the terrain in each hex. The counters are also large and easy to read. There is no difficulty in distinguishing between the counters for setup purpose. Their color is pretty standard also, black for SS, gray for Army (Heer), with the Soviet regular troops brown and the guards units being red. Watch out when dealing with the counters. They look like the older ones we are used to, but these want to detach from the sprues in a slight breeze. The Rulebook is in black and white on thick paper. It is printed in double columns and the type is large. The Rulebook is sixteen pages long. The actual rules are only twelve pages and then comes the setup, Optional Rules, Designer Notes, and finally Random Events. There are two cardstock full page Player Aids. These are in full color. Most of the writing is fine, but the Terrain Chart writing is small. What we have here is a fine group of components for a wargame.


German counters


 This is the Sequence of Play:

Air Unit Phase

 Refitted Unit Return Segment

 Grounded Unit Refitting Segment

Random Event Phase

 Random Event Table Roll Segment

Command Phase

 Command Segment

 Movement Segment

 Combat Segment

Supply Phase

Reinforcement Phase

 Reinforcement Segment

 Soviet Replacement Segment

 Volkstrum Deployment Segment

End of Turn Phase

 

German counter with a Hetzer on it

 This is the fourth game in Three Crowns Games WWII Battle Series. Some of the other games in the system are:

Iskra, Tolling of the Bell, Konigsberg 45, Across the Narva 

 The game series has all the rules about everything we grognards expect to see: Fog of War, Command Chits, Regular and Strategic Movement, Rail Movement, Stacking, Reinforcements, Barrage, Retreats, Supply etc.

 So, pretty much if it walks, and looks and plays like a grognards wargame, it is one. This game and all of Three Crown Games games are meat and potatoes for grognards. Nothing too overly fancy with great gameplay. I have always liked the Random Events that they come up with in all of their games I have played. One thing about the game in the Designer Notes is the fact that the OOBs for the game are probably not spot on for the actual battle. It has all of the major units listed but, especially on the German side, it is hard to say for certain. With the destruction of records and the German forces completely falling apart, to assemble a complete OOB without any errors would be practically impossible. 

 The game plays like any wargame about the Eastern front in 1945. As the Soviet player, you are supposed to charge forward and crush everything with your tank tracks. As the German player, you are really emulating Hans Brinker. The only problem is that you only have so many digits to plug the holes. The game adds some chrome with a counter for Rudel among other things.

The Victory Conditions are:

Soviet Sudden Death Victory: If the Soviets have any of the Victory Hexes in Stettin.

German Sudden Death Victory: If the German player can get three attack-capable units off the map through the Landsberg Supply Line.

The normal Victory Conditions are based on the Soviet possession of Victory Point Hexes.

 Thank you, Three Crown Games, for allowing me to review another of your great wargames.


Robert

Three Crowns Games:

War Game Design | Three Crowns Games Production (3cg)

Stargard Solstice:

Stargard Solstice | 3CG (threecrownsgames.com)

Please see my review of their East Prussian Carnage:

East Prussian Carnage: The Tannenberg Campaign 1914 by Three Crowns Games - A Wargamers Needful Things

Königsberg by Revolution Games  Normally, I try to stay away from games that one side cannot win outright. So, ...

Königsberg by Revolution Games Königsberg by Revolution Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

1945

Königsberg

by

Revolution Games








 Normally, I try to stay away from games that one side cannot win outright. So, gaming the end game of World War II in Europe, especially 1945, is usually something that does not end up on my table. With these types of games, you have to do better than your historical counterparts did. Most of the time it is just holding a hex or hexes up until the end of the last turn, while inflicting more casualties on your enemy than was historically accurate. On the Soviet or Allied side you are trying to finish the war earlier than it did historically, or in this case taking Königsberg earlier and inflicting more damage on the Germans. You should not, as the Germans, in any game based somewhat on reality, be able to defeat the Russians in 1944-1945. You can only prolong the inevitable. However, I have even played games about trials so I will keep an open mind as I am playing.





 We will start with the facts, and "just the facts Ma'am". The game comes in a Ziploc bag and contains:

22'x34' Map
280 Counters
Twelve Page Rule Book
Color Player's Aid Card

 You could play the game as a three player one, with a player taking one of the 2nd or 3rd Belorussian fronts. The Russian player who has taken the most victory hexes would be the winner. That is, of course, if it ends in a Russian victory.

 For those of you so inclined, there is also a Vassal module available.





 The game takes place in East Prussia and northern Poland from January 13th to February 1st, 1945. The number of turns in the game is ten. The playing time is estimated at four to ten hours. The scale of the game is five miles/eight kilometers per hex. The units will go from brigade to corps size. The solitaire suitability is listed as high. You will need to supply a six-sided die along with a chit pull container.





 The map is very well done, and is of high quality. The terrain and defenses etc. are clearly marked. Everything from the CRT to the turn record track is on the map. So it should be easy for almost all gamers to have a place to set it up. The game length, especially during the learning phase, will probably mean you will have to leave it set up for at least a day or two, depending upon your free time for gaming.The counters are 1/2", and are easily readable and compare to the best counters I have seen in a Ziploc or wargaming magazine. Depicted are Soviet Guards units, Volkstrum units, along with air units which are mostly for the Soviets, and the Admiral Hipper even shows up on the German side.






 The rule book is in black and white, and it shows no examples of game play. On the other hand, the game rules are of a pretty standard fare for hex wargames, so unless you are a complete tyro you really don't need too much hand holding. The German player controls all his units, but the Soviet player is split between the 2nd and 3rd Belorussian fronts. So the German player gets X activations each turn while the Soviet player gets activations for both fronts. During the chit pull, you will pull a Command Chit for whatever Headquarter unit, and then the sub-units of that force can move and attack etc. The game also comes with independent units on both sides. These can be activated by any active Headquarter unit in range, meaning that independent units can be activated more than once per turn. German HQ units can activate three independent units, while Soviet HQs can only activate two independent units. A HQ unit has their command radius listed on their counter. The way I read the rules is that you do not count the hex the HQ is in when tracing command. There are a few optional rules, ie. using the rebuilding 20th Panzer division, or two other small German forces. 







 Within the last two years I have had to adjust my thinking about block wargames and a few other things. Once again, I have been shown the errors of my ways. Playing a wargame that you can 'win' only by the victory conditions is actually entertaining and still teaches you a good amount of history. Playing as the Germans, you will have to keep your wits about you, and accurately judge when to cut and run. Do you try to save those surrounded Panzers, or do you just make a defensive line farther back? The Konigsberg area in East Prussia is where many of the German Junker (noble) families come from or at least are close to. The German officers were probably trying to save every inch from the Russians. Playing that way as the German player will have you beaten in no time. Playing as the Russians, you play pretty much historically. You can not even worry about casualties, and just keep storming ahead trying to overwhelm your opponent. I would think a nice touch to the rules would be the following: If the Russian player does not gain X amount of victory hexes in X amount of turns, that player gets a knock on the door from the NKVD and it is a German victory, just to give the Russian player that much more incentive.






 This is a good medium sized game, and relatively easy to play,  about a much overlooked historical period. Anyone who wants to be in the German or Russian shoes in 1945 should give this a try. Equally, anyone who thought like I did about gaming lost causes should rethink this and other gaming possibilities.

Robert
hpssims.com