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Mark H. Walkers Platoon Commander Deluxe The Battle of Kursk Tracks in the Mud The Battle of Kursk Strategy Guide by Fl...

Mark H. Walker's Platoon Commander Deluxe the Battle of Kursk With the Kickstarter Extras by Flying Pigs Games Mark H. Walker's Platoon Commander Deluxe the Battle of Kursk With the Kickstarter Extras by Flying Pigs Games

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

Eastern Front





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 It's big, bad, and beautiful. It is also very easy to start playing. Flying Pigs hits another one out of the park with this one. I was sent the entire Kickstarter kit and caboodle by Flying Pigs to inspect, thank you very much, you self-propelled porcines. I will go through the three pieces separately in this review. What I received was:

Platoon Commander Deluxe: The Battle Of Kursk
Tracks In The Mud
Platoon Commander Deluxe: The Battle Of Kursk Strategy Guide






 The first thing I noticed when  opening the box is how extremely well done all the components are. The next thing I did was to pick up what I thought would be a heavy sturdy many paged rulebook. Imagine my surprise when it turned out to be only nineteen pages long. Included in those pages are the twelve scenarios and the credits. The rules are only nine and a half pages long!!! How can a tactical game have only that many pages. Most tactical games have that many pages of errata. There are however many nuances in the rules that you have to carefully read. Take, for instance, one rule about stacking and movement. Rule 1.3 Stacking:
 "Up to two units may stack in a hex. Stacking limitations apply at all times". 
 This means that unlike many other games, stacking is not checked at the end of the turn. Only two units may be in any hex at one time during the full turn. So you cannot park two units in that hex, and then continue to move other units through that hex. So as the Strategy Guide says, "be careful about causing traffic jams". 




 You can see the sequence of play on the following sheet.




 This is what comes in the box:

252 colorful, one inch square die-cut counters
Two mounted 17" x 22" geomorphic game maps
18 playing cards
3 x player's aid cards
Full-color rules and scenario booklet





 The game plays like you would expect. The rules are easy to pick up, and you will be deciding the fate of your troops in Operation Citadel in  no time. Now, don't think that the brevity of the rules leaves you with a simple game. The rules and game give you the full panoply of a tactical World War II game. The cards can be used for barrages and for aerial strikes among other options. Here is a list of the card options.









 The game allows you to play with Tigers, Ferdinands, and Panthers along with the "animal killer" Su-152. So now we go onto the expansion Tracks in the Mud. Ah, the smell of cardboard representing heavy metal! This comes with this list of bad boys to play with:

Jagdtiger
King Tiger
Jagdpanther
T34/85
IS-3
IS-2
Pershing
Easy-Eight Sherman's
Two what if American versus Russian scenarios
Six scenarios in all




 This is just the icing on the cake. The addition of the ability to play with these monsters is a tactical dream come true. 







  With this already great pack you also get the The Battle of Kursk Strategy Guide. This guide is even longer than the rules and scenario booklet. Stacking, close assault, and fire combat etc. are gone through so that the player is spoon fed what he needs to know. Although to be honest, anyone who has played a tactical game or two should get the hang of the game in no time flat.






 The game play is abstracted so that it gives you a great tactical feel without getting all bogged down in the rules. The close combat rules seem to make a lot of sense. First, the attackers are not in the same hex like most games, so you can use units from multiple hexes to attack. The rules also give you a flanking bonus due to the multiple venues of attack. This would seem in line with real world tactical doctrine. The AFV combat also has some nuances that not only make gameplay faster, but just seem right.  What would you rather do on game night? Stare at the rules and fight over the rulebook or get to it? Those who love tactical minutiae should stay clear of this game. However, those of you looking for a good game that is tense, quick, and challenging, come on down. Simple, but deep tactics, and loads of new shiny AFVs to play with, what more do you want? You are free to argue to your heart's content about the various factors on the AFVs assigned by the designer. That is, once you have played it at least once. 

This is a link to game and expansion:

https://flyingpiggames.com/t/platoon-commander-deluxe

 Robert


 This is a blurb from the designer:


So, What's Different?
I hear that a lot. With all the tactical games on the market, what makes Platoon Commander Deluxe: Kursk different?
Clutterless counters. PCD:K uses color to determine a weapon's range. For example, an Armor Piercing factor printed on gold indicates that the weapon can fire normally at a target up to four hexes away.
Unique phasing. Players alternate attacking in the Fire Phase, but move all their units at once during the Movement Phase.
Flanking Friendly Close Assault Phase. Units do not enter the hex of the Close Assault target, but rather attack from adjacent hexes. This allows the attacker to not only amass the overwhelming odds needed to take that key position, but also attack from multiple directions, which provide a flanking bonus. Additionally, alternating attacks in the Close Assault phase allow defenders to conduct true spoiling attacks.
Ranged combat results are based not only an the target's armor factor and terrain, which determine the column on which the attack is executed, but also the target unit's morale which determines how many hits affected the target.
Artillery is card driven. Neither player knows the other's artillery capability by glancing at a scenario card. Artillery barrages are determined by Action Cards.
Action Cards. PCD:K is not card driven, but rather card assisted. The Action Cards provide artillery, rally units, provide combat bonuses, and even unexpected Opportunity Fire shots.
Focus and Aid Markers. These markers allow players to influence the battle much as their real life counterparts would. Players may choose to focus on a specific area, providing combat bonuses, or provide additional aid to those disrupted by fire.








Heroes of the Motherland With the add-ons Dark July 43 - X-Maps for Dark July 43 by Lock 'N Load Publishing ...

Heroes of the Motherland with add-ons Dark July 43 - X-Maps for Dark July 43 by Lock 'N Load Publishing Heroes of the Motherland with add-ons Dark July 43  - X-Maps for Dark July 43 by Lock 'N Load Publishing

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

Eastern Front












 An Argosy of wargaming goodness arrived on my porch a while ago. There is just so much that comes with Heroes of the Motherland that I have a real problem figuring where to start, and what to write about. I received not only HOTM, but also two add-ons for it. They are  Dark July 43: The Battles for Prokhorovka Third Edition, and also the X-Maps for Dark July. 



HOTM Counters


 The Eastern Front in World War II is probably the one campaign that has more games, tactical, operational, and strategic than any other. The types of weapons and troops you can use in this game span the depth and breadth of the war. Tanks that were built before the war to King Tigers and JS-2s are present for your gaming pleasure.




HOTM Maps


 LNL's premise for their tactical World War II era games is simple but breathtaking in scope. They have developed a core set of rules that span the years 1930-1959. This core set allows gamers to learn it, and then adds a few extra rules for each game. That means that gamers can game all of the conflicts and campaigns during those years with a single rules set. This has been tried in the past, but to my knowledge only for Ancient and Medieval gaming. The game scale is fifty meters wide to the hex. You play with squads, half-squads, and vehicle crews etc. 



Scenario

 The Core Manual is sixty-six pages long. However, do not be discouraged. It is written in large script and has many pictures and examples throughout. The Module Rules and Scenario Booklet really has only four pages of rules to learn. This is how encompassing the Core Rules are. They are also constantly being updated. The rules are up to version 5.0 now.

 The game comes with:

14 x Color Geomorphic  8.25 x 12.75 Maps.
5 x CounterSheets with over 550+ counters. 
1 x Color Core system manual featuring the latest v4.1 rules.
1 x Color Game Module rules,  Examples of play with 12 scenarios and One Campaign.
3 x 11 x 17 Player Aid Cards.
2 8 x 11 Player Aid Cards.
1 x Heavy Duty box.
 


HOTM Campaign


 The sequence of play is:

Rally Phase
Operations Phase
Fire Combat
Movement
Laying Smoke
Melee Combat
Administrative Phase


 I really like this system for tactical gaming. That does not mean that I do not own and like others. You can ask my wife. I think it is a losing proposition to compare games against each other. Much like a parent, you can find good and bad traits in your children, or a game's rules and mechanics. We are Wargamers, so we buy Wargames, many, many Wargames. Back to HOTM, the rules have been worked on to be streamlined and as easy to understand as possible. The setup of the rules and scenarios are done in a sequence to make it easier on the gamer to learn.

 The components that come with any Lock 'N Load game are some of the best on the market. The counters are extremely well done, and for those who cannot play without it, they come already clipped. Almost all of them fall out of the sprues with nothing extra stuck to them, or the need for cleaning them up. The maps are once again well done. They are on thick paper stock. Some people prefer mounted maps, but I can play on either surface without giving it a second thought. 









 The Dark July module adds in the seminal fight between the SS divisions and the Russian forces rushing forward to make sure that operation Zitadelle is a German defeat. The module is a bit misnamed because there is also a scenario about the Battle for Ponryi on the northern flank of Zitadelle. So this means you can see how effective Ferdinands really were. There are only two pages of rules that come with Dark July, and some are optional. This is what Dark July comes with:

1 x 34 x 22 Color Map.
2 x Color Geomorphic 12.75 x 8.25 Maps.
1 x Counter Sheet with over 80+ counters.
1 x Color Module rules, Examples of play with 6 Scenarios.
1 x 8 x 11 Player Aid Cards.


                              

                                  Dark July Counters


 The X-Maps add-ons that Lock 'N Load sells are worth every penny. The maps are the same as the ones that come with the module, for example Dark July. The difference is that the hexes are much larger. The standard maps in Dark July are 8.25" X 12.75". The X-Maps come in at 11" X 17".
So you get the same maps, but are able to play with less clutter, which is always a good thing. So if you do buy any of the main game's modules I suggest that you do invest in the X-Maps for it. The X-Maps for Dark July contain:

One Color Two Part 51 x 33 Map.Two Color 11 x 17 Maps.

One 11 x 17 Player Aid Card.






 Great system, great components (besides the lack of mounted maps, which again I could care less about), if you have any interest in the theater I think it is time and money well spent investing in HOTM. Thank you Lock 'N Load for letting me review all of this gaming goodness.

X-Maps Size

Robert

Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games   The new histories show us t...

Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games

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

Eastern Front



by







 The new histories show us that Kursk was not the blood letting for the German Army that we were led to believe. The defensive battles after Kursk are really where the Wehrmacht was steadily depleted of machines and trained men. This add-on lets you game the Third Battle of Kharkov, but also a few of the defensive battles going into early 1944.


Box Contents


 This is a list of what comes in the box:

  • 1 back-printed 8.5” x 11” player aid card
  • 3 back-printed 22˝ x 34˝ mapsheets
  • 2 back-printed 22˝ x 17˝ mapsheets
  • a half sheet of die-cut counters
  • a 24-page Playbook 


Counters

 Fighting Formations Grossdeutschland Division's Battle for Kharkov is an add-on to the original very well received game. The included battles show the deterioration of the German Army's quality and quantity. The game covers scenarios that show German victory and defeat historically. The original game was designed by Chad Jensen of Combat Commander game. This add-on was done by Bryan R. VanNortwick. The units that are added to the base game are:

  • The Soviet SU-76M “Suka” open-topped assault gun;
  • SU-85 tank destroyer;
  • T-34C;
  • T-26b light tank;
  • The German Mk VI Tiger I
  • PzIII M;
  • 7.5cm PaK 40 anti-tank gun;
  • Low quality troops representing GD artillerymen forced to fight on the front lines





Play


  This is a great addition to an already great game. Gamers have been clamoring for more in the series because it is so good. Hopefully we will see more Division battles start to show up as was originally planned. Thank you GMT Games for letting me review this product.

 This is a link to my review of the base game:

Robert

Against the Odds Magazine #48 Apocalypse in the East and Balck Friday    ATO was unable to send me the #48 iss...

Against The Odds Magazine #48 Apocalypse in the East and Balck Friday Against The Odds Magazine #48 Apocalypse in the East and Balck Friday

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

Eastern Front














 ATO was unable to send me the #48 issue magazine, but they were able to send me both of the games from it. One game is about the fighting on the Eastern Front in December 1942. The next game is about the Rise of the First Caliphate in the years 646-656 A.D.

 We will start with the smaller game first; this is the Eastern Front game. General Hermann Balck was one of only twenty-seven officers to receive the Oak Leaves, Swords, and Diamonds of the RitterKreuz (Knights Cross). In the game, the Soviets were trying to capture the airfields being used to supply the German troops in Stalingrad. On Christmas Day 1942, Balck's Panzer Division almost totally destroyed a Soviet Tank Army. This game comes with:

8.5" X 11" Map
100 die-cut counters
Rule Book 
8.5" X 11" Page of Charts and notes



Balck Friday Map

 The sequence of play is:

Air and Artillery Unit Determination Phase
Supply Determination Phase
Operations Phase
 A. Fire Combat
 B. Movement Only
 C. Movement and Fire
 D. Entrench
 E. Rally
End Phase



Balck Friday Counters


 The game is based on a chit pull system. The designer calls the chits 'Formation Activation Markers'. There are rules covering supply, stacking, and reinforcements. The game is only thirteen  turns long. Play takes 30-60 minutes per game. I was able to get a few games in and I like the game and the rules. The game shows what the German Army was still capable of at that time. Even in a situation where they were heavily outnumbered, the Germans were still able to mete out a large amount of damage to the Russian Bear. The game mechanics show this, so a good German player, although in a tight spot, can still win the game outright. Victory is won by the accumulation of Victory Points. These are given for eliminated enemy units, as well as for control of various hexes. The map is sparse, but works well for the terrain the battles were fought in. The counters are easy to read and self-explanatory.







 Apocalypse in the East is a totally different animal. I have to give tons of Kudos to ATO for publishing this game. The early history of Islam is not a subject that we in the West know much about. The rise of Islam took place right at the same time that the Byzantines and Sassanids had fought each other to exhaustion. The wave of Islam was able to very effectively make use of religious and other cultural differences that affected both empires. The game takes place during the time of the third of the Rashidun (Rightly Guided Caliphs) Uthman ibn Affan (ibn means 'son of' in Arabic). So, let us get on with the game.



Islamic Counters

Byzantine Counters

 These are what come with the game:


Map - One full color 22"x34" mapsheet
Counters - 200 assorted full color die-cut pieces
Rules length - 12 pages
Charts and tables - 2 pages
Complexity - Low
Playing time - 3 to 5 hours
How challenging is it playing solitaire - Average
 The sequence of play is:
A) Administration phase
 Events Table Segment
 Generate Replacements Segment
 Maintain Fleets Segment
 Mode Adjustment Segment
 Attrition Segment
B) Muslim Sea Movement Phase
C Byzantine Sea Movement Phase
D) Byzantine Patrol Movement Phase
E) Muslim Land Movement Phase 
F) Byzantine Land Movement Phase\
Next Turn
 

 The Byzantine player wins if he controls Constantinople at the end of the game, or kills Mu' awiyah ibn Abi-Sufyan. The Muslim player wins the moment he captures Constantinople.

 Some people might be surprised (I know I was) about how much sea movement and warfare took place this early in the wars between Islam and Byzantine Empire. This age also saw the creation or remembrance of the terror weapon 'Greek Fire'. The exact recipe for this horrific weapon of war is lost to us, but scientists and historians working together have come up with several theories on the matter. Some historians believe that Greek Fire was the only thing that saved the Byzantine Empire at this time. The game comes with rules for its use.



Inset of the Apocalypse in the East map


 Sieges and assaults on towns/cities are a large part of the game. The Rulebook is well done and easy to read and understand. You are not lost in it trying to make up your own conclusions. The map is your normal magazine wargame type. It is highly functional, but maybe a bit dull or dark in the colors used. The counters for the most part are also well done, but some of the darker colors used on them caused me to have some problem reading some of them. One of the things that has always made wargaming magazines great is their courage in letting games from obscure periods see the light of day. I am sure some designers feel trapped in our sometimes 'Bulge or Gettysburg' world. Thank you Against The Odds for letting me review these two good, seemingly disparate, games.

Robert





  








Battle of Korsun by Yobowargames  Let us set the scene. It is 1944, and there is a German group of troops in an expose...

Battle for Korsun by Yobowargames Battle for Korsun by Yobowargames

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

Eastern Front

Battle of Korsun

by

Yobowargames





 Let us set the scene. It is 1944, and there is a German group of troops in an exposed position in Russia. The Russians are smelling blood, and intend to cut off a large group of Germans. The 1st and 2nd Ukrainian Fronts were tasked with cutting off an exposed group of German soldiers that were part of Army Group South. The whole debacle was engineered by Hitler's refusal to ever voluntarily give up a yard of ground in Russia, even if it meant whole armies would be sent to Siberia. By 1944, the Russians couldn't have had a better ally than him. Your job as the German player is to get out of Dodge. As the Russian player you are tasked with bagging the entire German force.

 So, let us now look at the game. First, it is a turn-based strategy game with each turn equal to one day. The version I played was on a PC on Steam, however, you can also play it on a MAC, IOS or Android. You can play only as the German player if you want to play against an AI. You can also play by email or hotseat. Now, back to the AI. It plays brutally with a capital 'B'. The Russian AI gets the first move against your forces in the western part of the map. When I say move, it is a euphemism for the destruction and devouring of your units. The AI also will go for the jugular and try for as deep a penetration as they can with their armor units. Your first look at the map after the Russian turn as the Germans will probably tempt you to end the game and shut down the computer. Just like Ronco, just wait there's more. After you try and move your forces away from the Russian tide, you will notice that you cannot move any of your units on the Eastern side of the map (unless you read the rules). So you have to endure a second bloodletting, usually as bad as the first. So, after two Russian moves your tattered forces are left to try and defend themselves and keep a line of supply open to the Southern part of the map. I have never juggled chainsaws, but I have seen it done and the task given you is almost as hard. Lance Craner is the person behind the game and he should either be congratulated or put away in a locked room. His sadistic tendencies toward we helpless gamers should not be overlooked by other game companies or the authorities. 


First Bloodletting


 The game is simple. There are no air units, and no supply to worry about, other than the German side keeping an open one to the South. The only real addition to the game is the effect of weather on movement, and it is just as deadly as the combat. Unless you want to play the Germans as salmon swimming upstream in molasses, KEEP YOUR UNITS NEAR ROADS. I also suggest that you keep whatever fetish you have around the house close at hand, be it a rabbit's foot or whatever.

 I have to apologize to Yobowargames. I did not like this game at first. No, I will rephrase this, I loathed it. I actually thought to myself after losing the second time, that I would rather go to the dentist than play this again. At least he has good meds, even if they do wear off. So, I did not play the game again for a long time. I was actually going to pay them for the review copy and be done with it. I finally forced myself to fire it up again. Did I enjoy playing as the Germans? No I still don't enjoy it because I am not a masochist. However, I can now appreciate the work and give kudos to how historically real this game is. In reality, some German units did make it out, but pretty much with only the clothes on their backs. The game truly represents the terrible position that the Germans were forced into.

 The game also has some other things up its sleeve. It is so simple that it is a great way to introduce newbs into the hobby. The game itself goes for $15 US on Steam, so it is also easy on the wallet. While you are there check out Yobowargames first game 'Kursk - Battle at Prochorovka'. They also have a tactical World War II game that is going to go into early access soon: 'Valor & Victory'.

Robert

Fighting Formations Grossdeutschland Motorized Infantry Division by GMT Games   Fighting Formations ...

Fighting Formations Grossdeutschland Motorized Infantry division by GMT Games Fighting Formations Grossdeutschland Motorized Infantry division by GMT Games

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

Eastern Front





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 Fighting Formations Grossdeutschland Infantry Division was supposed to be the start of an ongoing series of wargames at platoon and squad level. It was released in 2011 and the series was only added to in 2018 by an add-on named Fighting Formations Grossdeutschland Division's Battle for Kharkov .One of the main pulls of the series was that it was going to spotlight different combat units from both the Axis and Allies. Its design was pretty innovative and people have been waiting for other releases. The game was designed by Chad Jensen, which should speak for itself. 



Box Contents



 Let us have a look at what comes in the box:

4 back printed 22" x 34" maps
5 die-cut counter sheets
2 Player Aid Cards 8.5" x 11"
55 Playing Cards
1 Track Display, 2 sided
24-page Series Rulebook
64-page Playbook
10 dice
10 wood cubes
1 wood pawn

The scale, as mentioned, is platoon and squad. Each hex is 75 meters across. The turn time is five minutes.
Some Cards

 It's coming up on the holidays, so it seems appropriate to open up this heavy box, and see what is stuffed inside. Stuffed is the right word for this game box. I do not know if you could incapacitate a burglar by hitting him with it, but you could sure stun him. First the box itself; some people were put off by the understated cover art. I actually kind of like it. It definitely says to me that here is a wargame, and not a Euro etc. The maps are very well done, and it is easy to distinguish terrain. They also have over sized hexes at 1.5" by 1.5".  The counters are a bit subdued in color, like the box. However, this also makes them easy to read. It also helps old eyes that the infantry counters are also large at 5/8" by 5/8". The tank and artillery counters are even larger at 1 1/4" by 5/8". The information markers are the usual counter size.These counters do show a side view of the weapon in question instead of top down. Some people have stated that they would have preferred to have top down views, but I think that would make them harder to distinguish from each other. The cards are very well done, and easy to read and understand. The ten die are different colors to help you with picking the correct numbered ones. The pawn and small wood blocks are red and not fancy. You also get enough small plastic counter bags for probably two games. 




Game play Picture



 The game's complexity is listed as a six, while the solitaire suitability is listed as a five. Myself and others have found solitaire gaming to be higher in reality. As mentioned, the rules are very innovative. The game borrows on the designer's earlier games, but are not a copy of them, and go to a new level. This does not mean that they are obtuse or hard to understand. It helps that the rule book has eighteen full page, and in color, examples of play. The game comes with ten scenarios, and one introductory one. Two scenarios are half-map size, six are full-map size, and two are double-map size. It is good to see a tactical game not only played on small maps.



Players Aid Card


 I'll try to explain the game's mechanics. Rest assured that I will probably make it sound harder than it is. The game play revolves around the 'Order Matrix', seen below. The scenario information will tell you where the red 'Order Cubes' are to be placed. The red pawn shows which side has the initiative and its placement is also shown in the scenario information. You can see that the Order Matrix has numbers descending on both the German and Russian side. Likewise, the initiative track is numbered with zero being in the middle of the track, and has ascending numbers going both right and left. To start a turn, the player with the initiative gets to pick an orders cube equal or less than where the red pawn is on his initiative track. Here is where it gets a little tricky. Let us say the German player has the red pawn on on number 7 on the initiative track. He then can choose to use the red cube on the order matrix that has 'Sniper' next to it. The German player then moves the red pawn toward the Russian direction of the initiative track seven spaces (it would now be at '0'). The German player can then perform the order on number 7 the 'Sniper' order, or he may choose to do any of the orders below 7 all the way to #1. Whatever he chooses as an order, he must always move the red pawn the number of the red cube that he chooses. In explanation, the German player has taken the #7 red pawn, but only chooses to do the 'move' order that is next to the #3. He still must move the red pawn the 7 spaces toward the Russian side of the initiative track, even though he has only used the #3 order. The results of these innovative rules are that a player is constantly trying to use orders, but he will also be trying to keep the red pawn on his side of the initiative track. So the player is forced to juggle between what he wants to do and what he doesn't want the other player to do.  



Order Matrix


 The turn sequence is:

The player with the initiative performs any order 
At the end of every order players check to see if the turn ends
Whoever has the initiative performs the next order
If no cubes are left on the Order Matrix the turn ends
Advance the turn forward one space
Check for 'Sudden Death' (where it is placed is in the scenario
   information)
Remove depleted Smoke Markers
Sniper Activity (the player with the sniper marker attempts to 
    destroy one of the other players 'Command Markers')
Regroup (flip Command Markers per the rules etc.)
Reinforcement
Reseed (each player rolls one die10 for each of the ten red 
     order cubes for the next turn)


                                        Counter Closeup




 The game also give each player, depending on the scenario, Command Markers.  These may be placed at any time during the turn by either player. These markers have two sides; one is named 'Mission Command', the other 'Tactical Command'. When placed the Mission Command side is used first. During the Regroup Phase of the turn, all of the Mission Command Markers on the board are changed to their Tactical Command side. Both sides of the Command Markers drop the initiative cost to activate the players' units. 









 The wargaming world was surprised and very happy with this very innovative game in 2011. The only thing that has led to any gripes was the lack of follow up games on other famous fighting units. The 2018 add-on for this game (soon to be reviewed), was the only new piece added to this gaming stable since it first came out. It is very surprising, seeing as the game is very good and was very well received. There is so much more I can talk about in regards to this game. It has air strikes, entrenchments, close assaults, and so much more. The play of the game flows very well for a tactical game with this much inside it. The rules are easy to follow and it plays  much simpler, in gaming terms, than a tactical game like this usually does. Thank you GMT Games for the chance to review this great game.

Robert

Stalingrad Inferno on the Volga by Vento Nuovo Games    Rattenkrieg; the word conjures up visions of hell on ...

Stalingrad Inferno on the Volga by Vento Nuovo Games Stalingrad Inferno on the Volga by Vento Nuovo Games

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

Eastern Front



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 Rattenkrieg; the word conjures up visions of hell on earth. It speaks to us of enemies fighting and dying for yards or feet. Soldiers of both Germany and Russia collapsing exhausted meters away from each other, trying to get some sleep. Food or water, their thirst and hunger would never be able to be satisfied. It was death, plain and simple, with just a trickle of soldiers able to carry up supplies to the 'front lines'. Some houses had Russians on one floor and Germans on the next in a weird puzzle like creation. The battle has been called 'Verdun on the Volga'. This was because it was one of the few World War II battles that approached the desperate fighting for little or no gain as in the Western Front in World War I. In this review, we take a look at Vento Nuovo Games 'Stalingrad Inferno on the Volga'.


Back of the Box


 Let us first take a look at what you get with the game:

33" x 24" map of the city and it's environs
Over 130 wooden blocks and markers
More than 90 Russian and German Combat Units
Six, six-sided die
Two metal miniature planes
Rules for Solitaire and Multiplayer
Four Difficulty Levels
Two Red Draw Bags 



Rules Manual

 Like the two other games I have reviewed of Vento Nuovo's, the components are very well done. The blocks are smaller than their other games at 5/8". The map is the masterpiece of the components. It represents 30 km of the the Volga' with each hex being a huge 1.1km in size. It was made by piecing together different air reconnaissance pictures right before the storm hits the city. The area of play has 109 of these extra large hexes. The Germans control only four hexes in the beginning. The playing cards are also very well done. The are also easy to read with very well done pictures.
 The German Card Deck gives the player four different Leader cards to possibly play: Paulus, Hoth, von Richtofen, and Linden. As an example, the Hoth card gives the player the use of Combined Force Bonus and Blitz movement. 





 The Soviet Cards have three leaders: Chuikov, Zaytsev, and Khrushchev. The Chuikov card allows the Soviets to always perform Opportunity fire when defending and Soviet Hasty Attacks are now Deliberate Attacks.




The game offers FOUR different modes of play:

Solitaire (German player versus Soviet AI)
Cooperative (two German players vs Soviet AI)
Competitive:2 (German player vs Soviet Player)
Competitive:3 (two German players vs Soviet Player)




Dice etc.
 

 The game itself has only one scenario, but it does have some 'what if' changes to troops, etc. This will make it either easier or harder for each player or solitaire play. The game is big and the rules try to add as much history and flavor as they are able to. However, this is not a monster game in length or rules. Game play was designed with a one hour gaming session in mind. So this is a players game, not a stare at the board for an hour before each move. The rule book itself is only twenty pages long. It is in full color and uses large type so it is easy to read. The rules are explained well and are simple, yet let us use a word used to describe other VN games: elegant. The designer describes his long fascination with the battle of Stalingrad. He also goes into detail about the numerous sources he has used to make the game. 

This is the turn sequence of play:
1. Call for Reinforcements
2. Make One Long Movement
3. Make up to Two Short Movements
4. Make One Hasty Attack
5. Make One Deliberate Attack 

Blocks from both sides


 The Germans have a chance to win the game, just don't dawdle like they did once they first got to the city. L'audace, l'audace, toujours l'audace. Get to the Volga' as quickly as possible. For the Russians, it is the complete opposite. Do not waste your troops. Dig in and let the Germans come to you. Only counterattack when it is absolutely necessary, or you see that your enemy has made a mistake you can take advantage of. The game achieves its design in being a fast paced game that you could probably play though a few times on game night.

Wooden play aids


 These are the victory conditions for both sides:
German Decisive Victory:
A.The Germans control all six Soviet Spawn Hexes OR
B. There are no Soviet Units on the mapboard

Soviet Decisive Victory:
A. 10 German Units (each of the five Units marked 'R' count double) OR
B. Immediately when the last Card is drawn from the Soviet deck



Draw bags

 The game has so many different ways to play. You can play: Easy German Level, Easy Soviet Level, Impossible German Level. There are also additional rules that the designer recommends to play with. The game lists the solo mode as having a 'Soviet AI'. Unlike most games, this one can actually boast of this. Many times, games are built from the ground up as a two-player game, and then have a solo mode tacked on at the end. The short easy to understand rules will have you playing in no time. Your first few games will naturally take longer, but the later ones will be just as advertised. Vento Nuovo Games has been able to take a large complex battle and tame it to simple to follow rules. However, they have not made it a 'beer and pretzels' game. It is deep and full of historical flavor. 'Un bellissimo e bellisimo gioco'. Google translate gave me two different versions, so I hope it works. Unfortunately, all I know is Italian swear words.

Robert

hpssims.com