AGAINST THE IRON RING
VUCA SIMULATIONS
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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...
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Eastern Front
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Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS) If you play computer wargame simulations and you have never heard of 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...
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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
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| 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.
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| 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
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| 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:
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...
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 almos...
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
Revolution Games:
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