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  AGAINST THE IRON RING FROM VUCA SIMULATIONS As with several previous Vuca Simulations games, Against the Iron Ring is a significant revam...

AGAINST THE IRON RING AGAINST THE IRON RING

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

Eastern Front

 AGAINST THE IRON RING

FROM

VUCA SIMULATIONS



As with several previous Vuca Simulations games, Against the Iron Ring is a significant revamp of an earlier boxed game or magazine game.  In this case, Six Angles magazine game, Paulus' 6th Army, designed by Masahiro Yamazaki.  Its system has basic features very close to that in the two excellent games in the Traces of War series that I have previously reviewed.  It presents an operational treatment of the Soviet campaign that begins with Operation Uranus and continues into Winter Storm - a campaign that covers the encirclement which led to the surrender of the German 6th Army under General Paulus and Von Manstein's attempted relief.  It also covers much the same ground as Stalingrad Pocket, the first game in the Standard Combat Series (published by The Gamers).

The production bears all the hallmark qualities that we've come to expect from Vuca Simulations.  Excellent, thick pre-rounded counters, 2 maps in a muted steely grey, various play aids in solid, rigid boards and a clear, comprehensive full-colour rulebook.

All contents displayed above and the double map shown below
   


There are a few minor niggles.  The first being a small number of inaccuracies with counters, such as the Soviet unit 4MK 51st Army. Being a particularly powerful unit it has several counters to show it from its strongest to weakest strength.  Unfortunately the strongest counter with an armour symbol is missing.  Fortunately however, its corresponding counter with a Nato symbol is there - so a slightly hybrid result existence transpires for this unit.  My copy also came accompanied by the corrected foldable player aids - both the originals and their replacements display that substantial solidity that has been a hallmark of Vuca Simulations games from their outset, as do the four excellent double-sided Set-Up sheets that cover the game's three scenarios.  



Scenario 1 presents Operation Uranus's drive for the Kalach Crossings and this is played out on a single map over the first three turns, while Scenario 2 takes us to the end of the campaign in Winter Storm, again needing only single map and covers turns 8 to 12.  Finally, Scenario 3 uses both maps for the complete 12 turns of the whole campaign. 
Both the shorter scenarios are excellent for learning the rules and provide a lively and punchy experience in their own right.  If you're familiar with the Traces of ... series you may be forgiven for plunging straight into the full campaign, as none of these games need either the time or table space that could bring them anywhere near the label "monster"!  However, Against the Iron Ring provides a slightly more detailed system than that in the Traces of ... series.

So, diving in, the Turn Sequence is a fairly familiar and fairly standard igo-ugo one; with the Soviet turn being followed and mirrored by the German one in an identical sequence of Phases.

Soviet Movement Phase
Soviet Combat Phase
German Reaction Phase
Soviet Exploitation Phase
Soviet Supply Phase

German Movement Phase
German Combat Phase
Soviet Reaction Phase
German Exploitation Phase
German Supply Phase

The basic rules are also a familiar and generally standard affair.  However, there are many significant modifications and additions that give each side a slightly different quality  and character.  Consequently, both players need to get well acquainted with them to make sure they play their side accurately while being familiar with what their opponent can do that is slightly different.
Such is true of one of the features of this system that I continue to be uncertain whether I like it or not.  That feature is the colour coding signalled by division and corps for the Germans and Army for the Soviets.  As in the Traces of… series, this is largely irrelevant as units are activated according to their being within range of any HQ. In this game that is something of a relief, as some of the colours (particularly for German units), at least to my eyes, are all too similar especially under artificial lighting. However, to my surprise divisional integrity as shown by these colours does play a part for the German player in combat whether as attacker or defender.  Though this will only occasionally come into effect, the need to be on the alert for it would have been helped by more distinctively different colouring.
On the other hand what is highly useful to ease of play is each Player's substantial, individualised Player Aid.  Typically each contains the essential Combat Results Table and a range of other tables, such as Surrender Check, Supply Capture, German Mobile Unit Supply and German Supply Airlift, as well as a comprehensive Terrain Chart.  


Beyond that, each contains a very detailed Sequence of Play specific to the individual player and an equally comprehensive display that highlights the key points for Movement, Exploitation Movement, Reserve Status and Reaction.

These I've found very, very useful, both in learning the game's rules and during play.  They provide such helpful reminders not just of basic elements, but the minor individualities for that player.
One of the most significant for the Soviet player is the function of Soviet Offensive Supply Markers.  


A limited and finite number of these mobile units begin play on the map and the Soviet player will gain no more in the course of the game.  At what point in the game you choose to use them makes for some careful consideration, especially as they have to be flipped to their Offensive Supply Side at the beginning of the Soviet Movement Phase. They affect the HQ that they're stacked with, bestowing a series of important benefits.  First of all the HQ can act as a supply source even if it cannot trace a valid supply line to a normal supply source.  Next it allows every eligible unit within its range to undertake overruns and finally in the Combat Phase it grants units within range a +2 column shift right when attacking.


A typical Soviet HQ - 
its range in hexes being the number on the left
By contrast the German player has none of these limiting restraints, but, on the other hand, nor does it gain the Combat Phase benefit of a 2 column shift.  By and large, all the rules that give each side its individuality present contrasting or limiting modifications.  
So, regarding Reserves, the Soviet player can place a single unit per HQ into Reserve.  As there are 10 HQs that allows a maximum of 10 units placed in Reserve, whereas the German player can place 4 stacks in Reserve.  As a stack may contain a maximum of 4 steps and units range in size from a single step to 4 steps, this gives both sides considerable flexibility and diversity.  If the Soviet managed to put ten 4-step units into Reserve this would be a significantly more powerful force than the German who can marshal at best four 4-step points of strength [i.e. 40 steps as opposed to 16 steps]!
What is even more startling is the distinction between how steps are signified for stacking purposes and what they mean in terms of a unit's durability.  Look at the example below.

The number of steps for stacking purposes is shown by the dots in the top left hand corner of the counter.  However, in conventional 
terms stacking points frequently equals the number of steps a unit possesses.  Not so here, as can be seen in the example above of one of the strongest units in the game.   The Soviet 1st Tank unit is represented by 4 separate counters, each of which has the same stacking value on its front and back.  Consequently, though it has only 4 stacking points at its strongest, it takes 8 losses to eliminate  the unit!
Another striking feature of the system is the developed Supply rules.  In particular, there are 3 levels of being out of supply that affect Attack strength, Defence strength and Movement in increasingly punishing ways  and with a specially debilitating Level 3 marker for Soviet Corps units!  The final additional rule that I like here is that Levels of being Out of Supply don't just increase by continuing to be OOS when Supply is next checked, they also get worse if you take part in Movement or Combat while being OOS.

The markers for 3 Levels of OOS
The final aspect to consider is the overall quality of the Rule Book.  This is well organised and structured, supported by plentiful examples that combine both pictorial illustration accompanied by substantial written explanation.  A typical example is the one below which starts with a picture of a series of potential overrun situations.

This is then followed by a full and very substantial unpacking of the diagram.  


As I've already indicated the rules are of medium density and the rule book takes you systematically and carefully through them.

The last aspect I want to explore are the Scenarios.  The following image shows the set up for Scenario 1: Operation Uranus.  This is a 3 turn scenario played out solely on the right hand map.  As such it's an excellent introduction to the system having a fairly low counter density and short playing time.  It's also useful for honing your skills for launching the full two map campaign scenario.
Set up for Scenario 1
(with Stalingrad inset overlaid at the bottom)

One minor draw back is that an excellent expanded display of the four hexes that constitute the area of Stalingrad is printed on the other map.  If you don't want to have your units piled up high, then  creating a copy of the display (like the image below) solves the problem.



Finally in the image below, I've left the four hexes that constitute Stalingrad empty for you to see.  Normally, I leave one counter in each hex with the remainder set up, as indicated above.  Though you can overstack in these hexes, it's important to note that you can still only attack from Stalingrad with four stacking points of units and only four stacking points can be used in defending Stalingrad hexes.


Scenario 2: Winter Storm is wrongly shown in the Rule Book as being played on the left hand map.  In fact it is played out on the same map as Scenario 1 and the Soviet Deployment  Lines insert on the Soviet counter Set Up  play aid is extremely helpful in getting everything right.


My final photo is simply one of my storage for all the units by Formation. This I've found ultimately to be the best way to sort them in order to swiftly find the correct units for a Scenario and transfer them on to the player Set Up play aids.


All in all, another excellent addition to my collection which I would highly recommend.  Thanks again to Vuca Simulations for providing the review copy and a special thanks for their patience in the four to five month delay in my being able to review Against The Iron Ring because of  family health problems.



  Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS)  If you play computer wargame simulations and you have never heard of WDS, ...

Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS) Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS)

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

Eastern Front




 Panzer Campaigns Donbas '43


by


Wargame Design Studio (WDS)






 If you play computer wargame simulations and you have never heard of WDS, I have only two things to say: 1st, please follow the link below and prepare to be blown away. 2nd, if you are not actually a real Troll or Dwarf how do you manage to live under that rock. Also, please say hello to Regin and Fáfnir for me. But seriously, and stop calling me Shirley, the wizards of WDS are at it once again. Here in their own wonderful words are some of their thoughts on Donbas '43:


"Donbas '43' Info


**Overview


For the Germans, the Battle of Kursk was intended to be the main summer operation of 1943, aiming to slow the advancing Russians and regain the initiative. Launched on July 5, the initial victory quickly turned into a stalemate.






On July 13, Hitler summoned von Manstein and von Kluge, commanders of Army Group South and Center, to his Eastern Front headquarters, the Wolf's Lair in East Prussia. The Allied invasion of Sicily on the night of July 9–10, combined with the Soviet counteroffensive of Operation Kutuzov against the flank and rear of the northern side of the Kursk salient on July 12, along with attacks by strong Soviet forces at Prokhorovka on the same day, prompted Hitler to halt the offensive and redeploy forces to the Mediterranean theater. He ordered his generals to cancel Operation Citadel.





Kluge welcomed the decision, as he was already pulling units back to respond to Soviet attacks on his flank. Manstein urged continuing the offensive, believing he was close to a breakthrough. Hitler remained unmoved, worried about the Allied landings and the stability of his Italian allies. However, he did agree to Operation Roland, which aimed to destroy the Soviet reserves in the southern Kursk salient, caught between both the III Panzer Corps and II SS-Panzer Corps.





On July 17, the Soviet Southwestern and Southern Fronts launched a major offensive across the Mius and Donets Rivers against the southern flank of Army Group South, pressing against the 6th Army and 1st Panzer Army. In the early afternoon of July 17, Operation Roland concluded with orders for the II SS-Panzer Corps to begin withdrawing from the Prokhorovka sector back to Belgorod. The 4th Panzer Army and Army Detachment Kempf had already anticipated the order, starting to withdraw as early as the evening of July 16. Leibstandarte's tanks were split between Das Reich and Totenkopf, and the division was quickly moved to Italy, while Das Reich and Totenkopf were sent south to counter the new Soviet offensives.





In Donbas '43, as the commander of two Soviet Fronts—the Southwestern and Southern—you have multiple armies ready to defeat the proud but battered German Wehrmacht. As the German commander, you'll need to contend with limited panzer forces worn down by fighting at Kursk. Although Panzerarmee 1 is available, only the XXXX Panzer Corps has panzer divisions. Units from the 6th and 8th Armies are present, but their corps are mainly infantry defending the river lines. The Mius River defenses are strong, but both the quality and number of men available are likely to leave them vulnerable.





Lead Soviet spoiling attacks at Izyum and the Mius on July 17, while the Germans are still engaged at Kursk, or attempt a full multi-front offensive on August 16 to clear the Donbas. This will highlight how the Germans are discovering the challenges of ‘frontage versus depth’ and why the backhand blow tactics from four months earlier are no longer effective. The stage is set! All that's needed now is for you to launch one of the key campaigns of Summer 1943 on the Eastern Front!





**Game Content


Donbas '43 includes 101 Scenarios – covering all sizes and situations, including 5 solo tutorial scenarios plus specialized versions for both head-to-head play and vs. the computer AI.

The master map (211,470 hexes) covers the entire area from the Dnepr River in the west to Izyum, Voroshilovgrad, Stalino, and Rostov-Na-Donu in the east. 

The order of battle file covers the Axis and Allied forces that participated in the campaign with other formations added in for hypothetical situations.

Order-of-Battle, Parameter Data and Scenario Editors which allow players to customize the game.

Sub-map feature allows the main map to be subdivided into smaller segments for custom scenario creation.

Design notes which cover or include the production of the game, campaign notes and sources the design team used to produce this simulation game.


**Game features include:


Phase or Turn-based play with 2 hour turns and 1-kilometer hexes.

Three levels of 2D views and two 3D views of the battlefield.

The Panzer Campaigns game engine provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet "live" play, and two player hotseat.


**Document Preview


- Design Notes

- User Manual

- Changelog


**Credits


Scenario Designer: Daniel Asensio

Project Coordinator: David Freer

Artist: David Freer


**System Requirements


Windows 10 or 11

Processor: 1 GHz

Disk Space: 1 GB

Memory: 1 GB

Video Memory: 512 MB


This wargame is for sale at https://wargameds.com/collections/new-products - The Wargame Design Studio Store"


 As usual, WDS has created a game where you as the player are going to question your life choices. I mean if you can commit to playing 101 different scenarios in just this one game, being a monk in Shangri-la might have been a better lifestyle choice. However, for we Grognards their games are truly slices of heaven on earth. All of their games, which run the gamut from the Crusades to World War III, are filled to the brim with historical information about the campaign that you are playing. Thank you WDS, for continuing to not only flesh out more periods of military history, but for updating your older games almost on a weekly basis. 





  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!

Eastern Front




 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

  TRACES OF WAR FROM VUCA SIMULATIONS Traces of War takes us back to the Eastern Front and its physical contents initially made me expect a...

TRACES OF WAR TRACES OF WAR

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

Eastern Front

 TRACES OF WAR

FROM

VUCA SIMULATIONS

Traces of War takes us back to the Eastern Front and its physical contents initially made me expect a welcome return to the system used in Crossing the Line and Across the Bug River.  The sheer quality of all its components certainly puts it in the same league.  However, a quick look at the designer's name, Tetsuya Nakamura, and the fact that this is a re-tread of the Japanese magazine issue, Manstein's Last Battle, made me realise that this was a very different and simpler system.  I had encountered his system in the MMP production of A Victory Lost and like many others had both enjoyed its simplicity and playability, but not the disappointing production values.  So it's with many thanks to Vuca Simulations for providing this review copy and opportunity to explore its qualities.

Vuca Simulations have established an excellent reputation for quality and the only feature in Traces of War that has raised some criticism is the two-part map.  There are those who, relishing the company's previous beautifully mounted maps, lamented that these are paper maps.  Others have complained of the slight imperfection in matching up the two maps, though some have qualified that their concern stems from their experience of Vuca Simulations' record for perfection!  What I do like about the maps is the almost linen-like feel to them.
 

Personally, I've not found the matching up of the two maps anything other than a minor imperfection, especially once the Soviets start advancing into that area of the map, though I would highly recommend plexi-glass sheets that are always useful, especially where you have two-map games.  
Other than that, all other components live up perfectly to the company's customary excellence.   The three sheets of familiar rounded-corner counters are some of the best you'll find.  


Smilarly, the four charts [two identical ones for each player - another highly commendable practice] are the very thick, rigid A4-sized cardstock that also has become an expected feature.  These double-sided cards will rapidly become all you need to play the game.  Player Aid A contains a detailed sequence of play and all the necessary charts, while Player Aid B outlines all the rules and critical information.


Frankly after a turn or two, all you will really need is the single side of charts, because the rules are very easy to remember.  This is partly because they are relatively short, a mere 13 pages, but mainly because of their absolute clarity and the rule book's admirable presentation.  The pages are glossy without being too shiny, with the text set out in double-columns with plentiful illustration and examples that couldn't be easier to read because of their size.

A typical page of the rulebook
Having looked carefully at the English rules translation for the original Japanese magazine edition, I can safely say that these in Traces of War have an organisation, flow and readability very much lacking in the original. 
Sequence of Play
Luftwaffe Reorganisation Phase
This is a simple random chit-pull of German aircraft tokens that give offensive or defensive column shifts in combat.  The increasing number drawn - and there are only a maximum of four - depends on how many crossing-points the Soviet has captured.  Therefore it will be several turns before any are available.
Command Chit Selection
Both players choose which activation chits they will include this turn.  Mainly these are HQs that can activate all units within a given radius, but there is a single supply chit that is always included and the German player potentially has 2 OKH chits from turn 2 onwards and the Soviets receive a single-use airborne chit and airborne unit and may have a Stavka chit available from turn 5 onwards.  I like chit-pull activation mechanics generally and the system in Traces of War is an admirable one that is crucial to creating both the differing abilities of both sides and a substantial amount of the tension this game generates.
Action Phase
As a chit is drawn, the player has the choice for all units within the drawn HQ's command radius of either a move-combat sequence or a combat-move sequence.  I like the flexibility of choice and the variation to pace this offers the players, though as the German I would have loved the option of a move-move choice!
Both Movement & Combat are swift and easy to carry out. It's a rare pleasure to be able to remember all the terrain modifiers and movement costs in my head and the Combat Table too is very user friendly.  Most results are either R or RR - i.e. one hex or two hex retreats.  If this sounds like a very bloodless chart, don't be fooled, because a lot of that retreating will be through an enemy ZOC, each of which causes a step loss.  Imagine what might be going to happen soon to those German units in the pocket forming around Kharkov.


In terms of Phases, that's it.  Unlike most games, Supply and Reinforcements are handled not as Phases each turn, but as part of the chit pull system.  In this eight turn game, the Soviet player has six batches of reinforcements.  When he/she chooses to include the Reinforcement chit in a turn, one of those batches in numerical order will be placed on the map.  I love this further element of choice, along with the uncertainty of when in the turn they will arrive.  The ability to position them just where you most want them may perhaps be rather too powerful.  However, it is balanced by the chance that they won't arrive until they are too late to be valuable this turn.
For the German player, the reinforcement element is even more unusual and more restricted.  Just as for the Soviet player, it does depend on the inclusion of a chit in the Activation Pool.  In this case, it is the inclusion of an OKH chit and the German player has two of these chits available to include from the beginning of turn 2.   This is not the powerful tool it sounds, because the OKH chit can fulfil three different functions [1] activate an HQ [2] activate a set number of units anywhere on the board [3] provide a number of Negotiation Points to be used either to buy reinforcements or remove a Supreme Command Order.  All of those choices are going to be vying for the German player's attention every turn.  It's one of the frustrations and delights of playing the German side and for me gives a very convincing feel of what a desperate situation being the supreme commander must have been like with his nightmare of conflicting demands.  
If you're wondering what a Supreme Command Order is, it is this game's way of incorporating a version of what, in other games, are called Hitler Directives.  The six major cities on the map each holds one of these markers representing Hitler's demand that they should be held at all cost.  Should the Soviet player succeed in controlling any one of these cities while the marker is still in place, he/she wins.
As some of these will eventually be captured, the German player must at some point use Negotiation Points to remove those markers from cities where the Soviet player looks likely to seize control.   It is another simple, but hugely successful rule to ratchet up the pressure on the German player and provide a neat series of quandaries.  The German player is constantly forced to think what's the key priority now.
Supply too is governed by a Supply Chit that goes in the draw bag/cup every turn and when it is pulled out both sides check supply.  Again, I like this, though the method of checking supply definitely shows its age.  All that's needed is a line of any length free of enemy ZOCs and a few other restrictions, such as not passing through an enemy city or an unbridged major river.  

[Couldn't resist showing my favourite chit-draw bag "borrowed" from the V-Commandos game]
An additional feature that characterises the carefully thought out double-edged nature of some of my favourite rules in the game is the rule about Crossing Points of which there are six on the map.  All are located on the Dniepr that bisects the centre of the map and along which the Germans will strive to form some sort of coherent defensive line.  Their capture by the Soviets greatly aids their advance, but the corollary is that all the German bonuses [such as Luftwaffe markers, Supreme Command Negotiation Points and the value of the OKH chits] increase depending on how many the Soviets control.  This is both a clever balancing help for the Germans and a dilemma for both sides.
Before I conclude, a word about the very high solitaire value [9] given on the back of the box.

The only solitaire element in the game is the Play Aid below, which reproduces the two player charts that are printed on the opposing map edges.  This is provided so that, when you play the game solitaire by playing both sides, everything is facing you and easy to use.  As those of you know who've read other of my reviews this is my preferred way of soloing a two-player game and so I'm very happy to have such a simple resource.  But for those who want/need solo rules/bots, this is not what this game provides.


My final question is that of play balance which is already being argued about on BoardGameGeek [Ok, what game's play balance doesn't get vehemently argued about on BGG?]  The Soviets are definitely going to be doing a large percentage of the attacking and the Germans the defending.  There are two scenarios in the game: a short play of the first 4 turns and I do think that for the Soviet to accrue the necessary VPs to win is a well-nigh impossible task. However, the full game of 8 turns is the important consideration.  It is a struggle for the German player first to survive losing to an automatic Soviet victory and secondly to prevent the Soviet player gaining enough VPs to win at the end of the full 8 turns.  However, the more I play this game the more that German victory seems achievable and the more rewarding the feeling when you do!

Not one of my best efforts, as Dnipropetrovsk falls early
 to give an automatic Soviet victory

To sum up this is above all a highly playable game with short, very accessible rules.  Its components are a pleasure just to see set out and play is a tense experience, fuelled by plenty of interesting decision making for both sides.  It's a game that I strongly recommend and one that will be staying in my collection.

  Stalingrad: Advance to the Volga Solitaire Area Movement Series: Volume 1 by Revolution Games & Take Aim Designs  Stalingrad has almos...

Stalingrad: Advance to the Volga, 1942 by Revolution Games Stalingrad: Advance to the Volga, 1942 by Revolution Games

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

Eastern Front




 Stalingrad: Advance to the Volga


Solitaire Area Movement Series: Volume 1


by


Revolution Games & Take Aim Designs




 Stalingrad has almost as many games about it as Gettysburg or Waterloo. However, the actually tooth and nail fight for the city itself is not as represented in wargames as the campaign is. It has been compared with the Battle of Verdun in the First World War. The city itself was almost completed destroyed during the back and forth fighting during the end of 1942 and the beginning of 1943. The battle is often called the turning point of World War II. It certainly was a turning point on the fighting on the Eastern Front. 


 This game has two scenarios, one between September 13th and September 30, 1942 for nine turns. There is also a smaller five turn scenario from October 14th until October 31st. It is a solitaire game where the player takes on the role of the Germans. It is an area movement game for those of us who love hexes. You as the German have only a few turns to win the battle. If during that time the Germans control every area on the map you win an Automatic Victory. If, however, the German Morale Track reaches '0' at any time the Soviets get an Automatic Victory. If the game runs all the way to the end of turn nine without either of the above, then these are the Victory Conditions:


"If Automatic Victory has not been achieved by the start of the End

Phase of Turn 9, the game’s final turn, the German player wins an

Operational Victory if they control at least one Heavy Urban Area

and the “German Controlled” markers on the Record Track are 40

or greater. Design Note: this is the roughly historical result. If

they fail to do so, the Soviet side is the victor and the player has

lost the game."





 This is what the designers have to say about the game:


"STALINGRAD: ADVANCE TO THE VOLGA, 1942 is a solitaire game simulating the campaign by the German Sixth Army to capture the Soviet city of Stalingrad between September 13 and September 30, 1942. The player commands the attacking German forces and the game rules handle the defending Soviet forces. In reading these rules, if any capitalized term or abbreviation confuses you, refer to the index and glossary at the end of this rulebook. The numerical references found therein and throughout these rules should be ignored during first reading and used only later to refer to related sections for greater clarity."


 As you can see, the rules come with both an index and a glossary. It also has a History and Suggested Reading section.

 This is what comes with the game:

17 x 22 inch MOUNTED Map

One sheet of 5/8" die-cut counters

One player aid card

16 page rulebook

Eight six-sided dice (4 red and 4 black)

Game Box




 This is the Sequence of Play:

1. Dawn Phase

  Reinforcement

  Withdrawal

2. Random Event Phase

  Roll 3d6 and consult the Random Event Chart.

3. Supply Phase

  Roll 4d6 for German Supply

  Consult Supply Cost Table

4. Combat Phase

  Bloody Streets

  German Movement/Attacks

5. End Phase

  Automatic Victory Check

  Flip all spent units to their fresh side.

  Reduce German Morale by -1





 As with all of the Revolution Games that I have played this game's motto is 'you get more with less'. This does not mean that they cut corners on their components. As a matter of fact, it is quite the opposite.


 The game map is smaller than a lot of games. However, it still manages to have all of the needed features and adds a lot of immersion to the game. I am assuming that it was made from an original German map of the time. Either that or the artist added them all on top of his own map. As I mentioned, it is very immersive with the German language parts on it. All of the historical parts of Stalingrad that we have read about are on it and shown in English. Such as the Grain Elevator and all the rest. The counters are very well done. They have either a NATO symbol or a profile for the tank and panzer grenadier units. At 5/8" the counters are nice and large for a game this size. They are also not cluttered, and the information needed for play is nice and large. The Rulebook is only sixteen pages long. It is in full color and is easy to read and understand. It also has a few pictures and examples of play to boot. The actual rules only take up eight pages. Then comes a page of optional rules. Then there is the setup for the smaller scenario followed by an article on the history and one on game strategy. The back page is a checklist of all the areas on the map for both scenarios. There is one Player Aid that is made of card stock that has all the information you will need to play, and it has the Sequence of Play on it. It also has the setup for the first scenario on it.


 There are more and more games that are being released that either can be played solitaire, or like this one built from the ground up for it. This is a very good idea for our hobby. More and more people are finding it hard to get friends, or enemies, to play wargames. So smaller games that can be played by yourself and do not take up much space are really needed in the 21st century. That doesn't mean that monsters are dead; far from it. It is just harder to coordinate getting a group together. 


 Stalingrad is a game that gives the player so many choices. Besides that, there are so many changes and twists and turns from one game to the next that it never goes stale. The German supply is your currency for all you can do. This alone makes the game a nail-biter. You can make the most grandiose plans and then find out you cannot do half of what you intended. This is even before the random events kick in. I want, and will get, a monster game about the street fighting in Stalingrad. However, even after that purchase, this game will still find a place on my table at times. It is just that good.


 Thank you, Revolution Games for allowing me to review this game. The designer of this game is Michael Rinella. I will now have to be on the lookout for more games from him.


Robert

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