Ostkrieg WWII Eastern Front
- One map (17" x 22" map size)
One Countersheet of 9/16” unit-counters
53 Game Cards
Rules booklet
2 Player Aid cards
16 Six-sided Dice
Box and Lid - Pertinent information:
- Complexity: 3 out of 10
Solitaire Suitability: 8 out of 10 (solitaire bot system)
Time Scale: Single Year Turns with alternating, multiple cards plays per player
Map Scale: Area map
Unit Scale: army-level infantry, armor, air groups, and partisans
Players: one to two, best with two
Playing Time: two to four hours
One of the most innovative ideas in the game concerns combat and die rolls. This is a simple and easy way to show how the Soviet forces grew in actual ability throughout the war. These are the rules:
Any axis attack of defense that involves at least 1 German Armor or Infantry Unit gets one die roll for every two Units.
Any Axis defense which involves only Finnish Units gets one die roll for every two Units.
Any other Axis attack or defense gets one die roll for every four Units.
Any Soviet attack or defense in 1941 gets one die roll for every six Units.
Any Soviet attack or defense in 1942 gets one die roll for every five Units.
Any Soviet attack or defense in 1943 gets one die roll for every four Units.
Any Soviet attack or defense in 1944-1945 gets one die roll for every three Units.
If one player has more Armor points than the other in any combat, he rolls one additional die.
The stacking limits for the game are a liberal twelve Infantry or Armor points per area. The air stacking limit is two normally or four for any Victory or oil area. A Player wins automatically if he controls Berlin, Moscow, Leningrad, and Baku. If there is no automatic victory the Player who has the most Victory Points wins a Marginal Victory. If it goes to counting Victory Points, Baku counts as 2. Advances into Victory Point Areas increase your production by one. If you are able to take an Oil Resource Area, your production is increased by the number of oil symbols on the map. At the end of 1943, the Italian Card goes to the neutral discard Area and all Italian Units are removed. Bulgarian Units can only enter Greece, Bulgaria, and Yugoslavia. Hungarian and Romanian Units can never stack in the same Area. These rules are meant to show the historical realities of the time. Maybe we could add a house rule to do a die roll to see when Italy actually leaves the war, possibly starting in 1942 and continuing until 1944.
The cards are easy to read and not flimsy |
So, you can see that it is an encapsulated game about the Eastern Front. Even given that it plays in year long turns and is pretty small, the game's playing time is listed from three to five hours. That should prove it is not a lightweight in the strategy department. The 'Bot' solitaire system works, especially because it does not tie the players hands, but only gives the player a general overview of what he has to do. Other than that, the player just tries to play as well as he can on the 'enemy' side. I am pretty amazed that the designers have been able to incorporate so much into so little. The game plays well, and for those who can get into its design it is well worth the cost. To be truthful, it is not my cup of tea. I really think that it is just because I have been indoctrinated into the 'bigger is better' when it comes the Eastern front. Had the game been released as one about North Africa I really do not think I would have any trouble with the designers' approach for that campaign. Thank you Compass Games for letting me review this very different approach to the Eastern front.
PS: The game has been starting to grow on me after playing it some more. I wanted to leave my initial impressions in the review to show my change of attitude toward the game. Its rules do make it work and you do get historical outcomes. It just proves you should not be so hasty in your first judgements. I have had to change my mind on block wargaming, area instead of hexes, and now bigger is not always better.
Compass Games:
https://www.compassgames.com/
Robert
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