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  Korsun Pocket 2 Little Stalingrad on the Dnepr Designed by Jack Radey  Published by Pacific Rim Publishing  Operation Barbarossa had taken...

Korsun Pocket 2: Little Stalingrad on the Dnepr Designed by Jack Radey Published by Pacific Rim Publishing Korsun Pocket 2: Little Stalingrad on the Dnepr Designed by Jack Radey Published by Pacific Rim Publishing

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

World War II




 Korsun Pocket 2


Little Stalingrad on the Dnepr


Designed by Jack Radey 


Published by Pacific Rim Publishing





 Operation Barbarossa had taken place on June 22nd,1941. It had surged through the Soviet Union like a massive wave. The wave had finally broken against the Soviet defenses at Leningrad, Moscow and Rostov. In 1942 the Germans' Operation Blau was directed at the Caucasus and Stalingrad, or more accurately the Volga River. In late 1942 the Axis Allied armies were smashed and roughly 250K Germans and Allies were trapped in the Stalingrad pocket. There was a relative lull after the Spring fighting, and then the Germans launched Operation Citadel. This was to encircle and capture and crush the Soviet forces around Kursk. The autumn battles in 1943 saw the Germans forced back through the Ukraine. These battles had bled white both the German and Soviet forces. Unfortunately for the German forces, they were running out of replacements. The Soviets were still able to call upon a larger, but dwindling, mass of untapped manpower. This sets the stage for 1944 on the Eastern Front.




Just some Soviet Eye Candy



 The German Army Group South, commanded by von Manstein, was very depleted of men and armaments as the new year started. The Soviets had decided to not take a breather and saw an opportunity to encircle two Germans corps. The two German corps were the XI, commanded by General Wilhelm Stemmermann, and the XXXXII commanded by Lieutenant General Theobald Lieb, along with the attached Corps Detachment B from the 8th Army. The Soviet forces that were going to make the pocket were the 1st Ukranian Front, commanded by Nicolai Vatutin, and 2nd Ukranian Front, commanded by Ivan Konev. The reason there was a chance at all for the Germans to be encircled is that Hitler demanded that these forces stay on the western shore of the Dnepr River. The rest of Army Group South had already been pushed back from the river. To complete the encirclement the two Soviet forces would have to attack and move around 110 kilometers. The fighting would take place in January and February of 1944. Playing as the German player, you are trying to escape the pocket, or never let a pocket be made. Playing as the Soviet, you have to encircle the German forces as quickly as possible and defend against attacks from both inside and outside the pocket. So, onto the game.






 This is what comes with the game:

12 counter sheets of 200 die-cut backprinted counters each

Four 25 x 38 inch game maps

Six German Order of Battle Charts — III Panzer Corps, VII Corps, VIII Flieger Corps, XI Corps, XLII Corps, XLVII Panzer Corps

Ten Soviet Order of Battle Charts — 1st Ukrainian Front, 2nd Ukrainian Front, 5th Guards Tank Army, 2nd Tank Army, 6th Tank Army, 4th Guards Army, 27th Army, 40th Army, 52nd Army, 53rd Army

One 28-page Rules Booklet

One Scenarios Booklet

One Commentary, History, and Designer’s Notes Booklet

Two double-sided 22 x 34 situation maps (25 January, 1 February, 10 February, one blank for planning purposes)

Two 11 x 17 player turn record track cards

Two player chart and aids cards

One six sided die

Box



Section of the Map


 No doubt about it, this is a monster wargame. The four 25" X 38" maps prove it along with the 2000+ counters. The situation maps are an excellent addition to the game, especially the blank one for planning. Even if you are playing the one map scenario you are still going to need a good amount of space for the Player Aids etc. So, this is a game that you are going to need space and are going to need to leave it on the table for a while. 





 I really like this statement from the designer Jack Radey:


"Commentary

If you approach this game as a dice and probability table contest, and push each counter separately without regard for organization, I think that you will not have much fun, and will spend a lot of time looking for just the right amount of combat strength to nudge the odds one column higher. Not my idea of wargaming. I strongly urge you to do serious planning, map study, and organize your forces as they were organized historically, or some variant on that. Thinking in terms of "this army has those objectives, and to gain them I will push this corps along that road, reinforcing it with these artillery units" you will do far better than thinking in terms of "where can I find another six points of attack strength?"

 In simple terms the game will award you for playing historically. I am not talking about forcing you to do exactly as was done in 1944. It does what not enough games do and guides the player to wargame in a historical manner, instead of throwing all of your counters Willy Nilly across the map. This game will really impress the grognard who tries to play in a historical manner.






 We will now go through the components. The counters are a 1/2" in size. They have to be that size or almost no one would be able to play this game. The colors on them are muted. They do come with a good amount of information on them, but strangely enough they are still easy to read. The counters also have the correct silhouette of the tanks that were in each unit. I think this is a nice touch. Next up, we have the four full-sized maps. They are of paper but do have some kind of coating on them. This campaign was fought in the snow, so the clear hexes are white. The terrain in each hex and moving out of a hex is very well defined. The maps come with no ambiguities. The sixteen! Order of Battle charts are extremely well done. There is no bunching up of the different OOBs. They are made of hard stock and come in all sizes, from the small VIII Flieger corps of the Luftwaffe to two large page foldouts for some of the Soviet units. The Rules Booklet is in black and white and has two columns per page. There are no examples of play. The only illustrations show how to read the counters and all of the information on them. However, the text is nice and large. As was mentioned, it is twenty-eight pages long. It does not have an index, but with it only being twenty-eight pages long it is not hard to find what you are looking for, unless you are a member of U2. The Scenario Booklet is thirty-two pages in total. The first sixteen pages are for the actual scenarios. After that comes a four-page Example of Play, then an eight-page Historical Notes section. This is extremely well done. I would always say to read books on the battles you are going to play. However, this short synopsis is really all a player needs. The author also sneaks in the word 'mendacity'. I have been a fan of that word since first seeing Cat on a Hot Tin Roof. I still hear the word mendacity in Burl Ives voice in my head. The Booklet is also in black and white with the same large print. The situation maps I have already touched upon. The different Players Aids are also very well done. They come with the same large type that the Booklets have. When you open the box you will be pretty amazed at the sheer amount of OOBs and Player Aids that are in there. The 2K+ counters are also a sight to behold. Be careful with the counters - they do want to jump of the cardboard sprues.




 The original Korsun Pocket was released in 1979 by People's War Games. So, Mr. Radey has had over forty years to tinker with the game. Most of the games made by People's War Games were and are as valuable as a gold bar. 


 These are the Scenarios:


Scenario 1 - Vatutin Attacks - This uses maps A and C and is 15 turns long.

Scenario 2 - On to Zvenigorodka - This uses maps B and D and is 15 turns long.

Scenario 3 - The Pocket is Formed - This uses all 4 maps and is 18 turns or longer if you use night turns.

Scenario 4 - "I Will Rescue You" - This uses map C only and is 21 turns long.

Scenario 5 - von Vormann Tries Again - This uses maps B and D and is 21 turns long.

Scenario 6 - Testing the Ring - This uses all 4 maps and is 27 turns long.

Scenario 7 - Massacre on the Gniloi Tikich - This uses all 4 maps and is 24 turns long.

Scenario 8 - The Korsun Pocket Campaign - This uses all 4 maps and is possibly 72 turns long.


"Sequence of Play:


Each Game Turn represents the AM, PM, or Night

portion of a day. At the end of a Night Game Turn

there may be an Extra Night Turn (20.0). The First

Player is determined by the scenario being played.

The player whose turn it is is the phasing player

and his opponent is the non-phasing player.

Each Game Turn consists of the following sequence

of actions.

3.1 Weather Determination If using historical

weather (7.2), adjust the markers on the Weather

Conditions Track to indicate the current

temperature, ground and atmospheric conditions.

If using variable weather (7.3), the first Player rolls

twice on the weather table for temperature and for

atmospheric conditions. If precipitation is possible

a third die roll is made.

3.2 Air Availability Phase Both players consult the

current weather and ground conditions and

determine which of their air units are available

(16.12)

3.3 Supply Phase Both players determine the

supply status of their units (15.21, 15.22).

3.4 First Player Turn The player designated First

Player by the scenario instructions becomes the

phasing player.

3.41 Movement The phasing player may move all,

some, or none of his units. (5.0 Movement)

3.42 Building and Demolition The phasing player

may initiate, continue, or complete building and

demolition (17.0).

3.43 Counter Battery and Surprise Attack The

phasing player may conduct counter battery fire

against enemy artillery units that are both 

observed and In Battery (14.71). The Phasing

player may conduct Surprise Attacks (10.33).

3.44 Defensive Barrage The non-phasing player

may now conduct Defensive Barrage (14.72).

3.45 Combat The phasing player is the attacker

and may now conduct Combat in which the nonphasing

player is the defender (9.0, 10.0).

3.5 Second Player Turn The player who was the

non-phasing player now becomes the phasing

player and the sequence of phases 3.41 through

3.45 are repeated.

3.6 Fatigue Reduction Phase Both players reduce

the Fatigue Level by one for each of their Tired or

Exhausted units that is not in an Enemy Zone of

control (20.7).

3.7 Game Turn Indication Phase The Game Turn

marker is advanced to the next turn and play

proceeds unless it is the last turn in which case the

players should engage in lively banter about the outcome."



Weather Variables


 Weather is a large part of the game. However, so is visibility which is usually not taken into consideration in wargames. This is the combination of what Mother Nature can throw at you.

1. Ground Condition

Frozen Ground

Muddy Ground

Deep Mud

Snowy Ground

2. Atmospheric Condition

Blizzard

Snowing

Raining

Fog

Cloudy

Clear

3. Temperature

Cold

Warm


One of the Situation Maps



 While both sides are forced by the rules to do their utmost best to keep an intact line of counters or zones of control in a unit's area. The German player is allowed to breakdown his battalions into companies.


"18.0 BATTALION BREAKDOWN, COMPANIES,

AND DISMOUNTING

18.1 Battalion Breakdown

18.11 Only German full strength non-artillery

battalions may be broken down into companies.

Battalions that break down into companies must

break into companies of the same type as the

battalion — for example, foot mobile infantry

break down into foot mobile infantry companies,

motorized infantry into motorized infantry

companies, etc.

18.12 To breakdown a battalion into companies, at

any point during the German player’s movement

phase remove the battalion counter from the board

and place it on the player display in the “Battalion

Breakdown” box.

The German player pays two movement points to

breakdown a battalion. Replace the battalion on

the board with company counters of the same type

according to the Battalion Breakdown Chart on the

German Turn Record Card.

18.13 The companies placed on the map have the

same number of movement points that were

available to the parent battalion at the time the 2

MP cost was paid, and may continue to move, in a

stack or individually, after breaking down.

18.14 The number of battalions that may

breakdown is limited by the counter mix, if there

are not sufficient number of company counters of

the same type available, a battalion may not break

down."





 This game has one of the highest ratings for complexity on BoardGameGeek that I have seen at 4.43. While there is a lot going on each turn, I think that is a bit high. The Rules Booklet does add a few rules for each scenario, which is totally normal, but this does not push the complexity up anymore. If you are used to the large soapbox games from SPI, you should be able to play this game. As I said, there is a lot going on, but the rules are written out to hold your hand while playing. Is this game for everyone? Of course not. Some like higher complexity games and to others they are an anathema. The Korsun Pocket battle or campaign was a different sort of animal than a lot of wargames. The Germans and the Soviets are like two fighters in the fourteenth round. The German player is not going to run rampant with his tanks. A Panzer Division was lucky to have forty tanks at this time. The Soviet player has one strong army (4th Guards), but his other units are as in bad a shape as the Germans. This game is a nail biter about taking the next hex. You are not going to be racing around the maps. The German player has to work to get the most out of his units trying to get to the pocket. At the same time, he has to keep the Soviets from crushing the pocket. The Soviet player needs to think about stopping the German reinforcements while still looking over his shoulder at the pocket. The fact that the game was designed for the players to use their counters in a historical manner is the icing on the cake. 





 Thank you, Pacific Rim Publishing, for allowing me to review this excellent game. I have to go because I have one more hex to take before I can link up with the skeletal remains of the pocket. Isn't this why we got into wargaming? While I am thinking about it, how come Grognards do not have a special day?


Robert

Pacific Rim Publishing:

Pacific Rim Publishing (justplain.com)

Korsun Pocket 2:

Korsun Pocket 2 | Pacific Rim Publishing (justplain.com)

Korsun Pocket 2 Designer Notes:

Korsun Pocket 2 Designer Notes by Pacific Rim Publishing - A Wargamers Needful Things

My Review of 'Across the Pacific':

Across the Pacific by Pacific Rim Publishing - A Wargamers Needful Things



  Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications  "Starvation Island", "Island of Death&q...

Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications

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

World War II





 Guadalcanal: The Battle for Henderson Field, 1942 - 1943


by


War Diary Publications







 "Starvation Island", "Island of Death", or simply hell were among its many epithets. As bad as the conditions were for the American Marines/Soldiers, unbelievably the Japanese had it worse. The Japanese were forced to resort to cannibalism during the end of the battle for the island. Most everything rusted and your clothes would rot while you were wearing them. Contrary to some reports, the Japanese were not highly trained and acclimated to fighting in the jungles of the South Pacific. It was as much a shock to them as it was to the American forces that were on the island. Even being on the troopships before seeing the island was a misery. This is where our wargaming takes us with this game.

 The game was designed by Mike Nagel, and he also did the art, using the 1966 release of Guadalcanal from Avalon Hill Game Company as a template. It was not really taken up by the wargaming community as many of the Avalon Hill games were. In fact, I had played and knew about almost all of Avalon Hill's games and had never seen or heard about this one until reading about this game. 



What comes in the box



 This is from the publisher:

"Deluxe Guadalcanal: The Battle for Henderson Field is a grand tactical game on the efforts of the U.S. Marine Corps and U.S. Army to capture and hold the island of Guadalcanal during the beginning of the island-hopping campaign to push back the Japanese empire.
Errors in strategy and logistics at large made this effort extremely difficult for the Marines, as they held on to the island in the face of Japanese onslaught with dwindling supplies.
Players experience huge swings of fortune from one side to the other and back again as the battle for the island unfolds. Critical to the efforts of both sides is the capture and holding of Henderson Field, an air strip whose control dictates air superiority and the ability to land supplies and much needed reinforcements.

The game includes a huge 17” by 55” map, provided in easily printed letter- and tabloid-sized sheets (8.5x11” and 11x17” respectively, this is for the Print-N-Play form of the game), that covers the northern extents of the island. Combat units are mostly battalions, with a smattering of regiments and companies, representing infantry, armor, and artillery. There are also specialized units such as engineers and LVTs that aid in the maintenance or destruction of Henderson Field as well as movement across the difficult jungle terrain.

The basis for Deluxe Guadalcanal is the original Guadalcanal game published by The Avalon Hill Game Company in 1966. The project began as an effort to create an updated version of the original game’s map, providing some tweaks here and there for accuracy or playability. Once completed, it was not that much of an effort to also create a new, colorful set of counters (including new informational markers) that simplifies play. It was then a short, additional step to rewrite the rules in a manner that incorporates some of the “advanced” rules, some new rules and mechanics, and known errata to create a new, cohesive rules set of under twelve pages."



The Map in all its glory


 This is the component list:

352 laser-cut counters

2 19" x 27" full-color map sheets

2 player aid cards

9 special event cards

16-page rulebook

6-sided die



Close-up of the map and the tables and turn track


 
 The map is pretty big. Because of the actual terrain, it will never be thought of as a piece of art. However, it shows the island's topography as it actually was. It is a long and relatively thin map, although most gamers will have a place where it will fit. The Rulebook is in full color and is made of glossy paper. It is only sixteen pages long but has a good number of play examples. The type used in the Rulebook is nice and large and very easy to read. The game comes with two players aid cards that are on glossy hard stock. These have all the tables and the Sequence of Play on them. There is also a glossy hard stock one-sided sheet for the Optional Reinforcements Setup Chart. The counters are big and have the usual NATO, or what we have come to call NATO, markings. They are very easy to read and really pop out against the map. The cards are sturdy if a bit plain. They have a picture from the box on one side and the event side is really just type. However, matching the rest of the components, the type is nice and large.






 Sequence of Play:

Random Event

U.S. Victory Points

U.S. Naval Bombardment

U.S. Reinforcements

U.S. Artillery Supply

Guerilla Action (only the U.S. player)

U.S. Movement

Japanese Artillery Fire

U.S. Artillery Fire

U.S. Combat

Japanese Random Event

Japanese Victory Points

Japanese Naval Bombardment

Japanese Reinforcements

Japanese Artillery Supply

Japanese Movement

U.S. Artillery Fire

Japanese Artillery Fire



 I think the game is a very good one and is quite a testament to its original forefather. This is what was said about its first iteration:

"Although innovative in many ways, GUADALCANAL was a failure as a design and as a seller. The huge mapboard was virtually wasted as 95% of the action took place on 20% of the mapboard. GUADALCANAL was discontinued after having sold only 27,000 copies. Its failure left AH with the impression that the Japanese were poor “box office” subject matter for years to come."

 I think most wargaming companies today would jump for joy if they sold 27,000 copies of a game. The designer has added victory points for controlling the different village places on the map. This means that the whole map is really now in play. The game still has Henderson Field as its focal point. The whole reason both forces were in this jungle hell was the airfield. The original was also labelled 'very complex' by Avalon Hill. I think the game now is much closer to a medium complexity. This is even with the bells and whistles that the designer has added. The game play is still largely based upon each side's reinforcement schedule. Both players are also compelled, just as in reality, to deal with the lack or surplus of artillery supply. The naval war is abstracted. The air war and forces are not explicitly mentioned, but I believe those forces are added into the different sides' artillery strength. The rules also allow Japanese units to go into Stealth Movement. They can remain in that mode for three turns maximum. For each turn they remain hidden, and not detected by U.S. forces, they get to multiply their movement points. So, if a Japanese unit has been in Stealth Movement for two turns, they would multiply their movement points by two. When moving they can only move into jungle hexes and each of those cost four movement points. There is an optional rule to allow U.S. units to also use Stealth Movement.


 Thank you very much War Diary Magazine for allowing me to review their first published wargame. One can only hope that the endeavor is crowned with glory, and they publish many more.

  

  These are the two latest volumes of War Diary Magazine:




CURRENT ISSUE:  Number 21

MEETING TRIUMPH AND DISASTER:  The Italian Campaigns in East Africa and Greece by Paul Comben

THE FALL OF CRETE:  The Games by Andrew McGee

CRETE:  The Battle by John Burtt

GUADALCANAL:  Updating a Classic by Michael Nagel

ROADS TO LENINGRAD AND MOSCOW:  Con-Z House Rules by Clair Conzelman

THE ITALIAN ARMY IN THE RUSSIAN CAMPAIGN by Patrick Cloutier

FRONT TOWARD THE ENEMY:  A Review by Arrigo Velicoga

PASS IN REVIEW:  Capsule Reviews by John Burtt and Hans Korting



The Coming Issue:
THE RUSSIAN CAMPAIGN vs. RUSSIA BESIEGED by Art Lupinacci


Robert

War Diary Magazine:

Guadalcanal: The Battle for Henderson Field, 1942 - 1943:

  A Victory Awaits Operation Barbarossa 1941 by Multi-Man Publishing   Barbarossa, the invasion of the Soviet Union by Germany, took place o...

A Victory Awaits: Operation Barbarossa 1941 by Multi-Man Publishing A Victory Awaits: Operation Barbarossa 1941 by Multi-Man Publishing

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

World War II





 A Victory Awaits


Operation Barbarossa 1941


by


Multi-Man Publishing







  Barbarossa, the invasion of the Soviet Union by Germany, took place on June 22nd, 1941. Many people do not know that Germany was incapable of fighting a long war. This is because of having limited natural resources, and especially oil, to fuel their economy, as well as their armed forces. Hitler had decided to attack the Soviet Union to procure all the oil etc. that Germany needed. After the abysmal showing of the Red Army against Finland in 1939/1940. The German High Command thought that it would be relatively easy to conquer the European parts of the Soviet Union. 

 This is what this game is all about. As the Germans, you have nine turns to get from one side of the map to the other, taking as many victory points as you can along the way. The Soviet player has to throw his forces at the German meat grinder to try and slow, if not stop, their forward motion.



 This is a blurb from Multi-Man Publishing about the game:

"Famed Japanese designer Tetsuya Nakamura, who created A Victory Lost, Fire in the Sky, A Most Dangerous Time, and What Price Glory?, returns to the East Front with A Victory Awaits.
 
Using a lightly modified version of the A Victory Lost system, the game covers Operation Barbarossa from June 22 to mid-September. Game play features the same chit-pull mechanics used in AVL, with 10 one-week turns. Players can play either the full campaign game, or the Army Group North, Army Group Center, or Army Group South scenarios. Each of the scenarios plays on a single map, or play the full campaign game on all three maps!
 
This design was originally published as a series of three games in Japan: Fierce Fight! Leningrad Blitzkrieg, Fierce Fight! Smolensk Blitzkrieg, and Fierce Fight! Kiev Blitzkrieg. The game also includes rules for multiplayer (four to eight players) and a series of optional rules. The rules have been expertly translated into English, with detailed assistance from the designer.
 
On the wide steppes of the Soviet Union can you emerge victorious from the opening blows of the Russo-German war?"


 So, the pedigree of the game is clearly shown. The fact that it was a trio of magazine games (boo, hiss, eye rolls) makes no difference whatsoever to me. Some of my best times in wargaming were had with magazine games. The way the game is setup you have the ability to play the full first part of Barbarossa, or you can play a scenario of each German Army Group (North, Center, and South).


 This is what comes with the game:

Three maps
Three countersheets
15-page full color rulebook
4 player aid cards
2 dice
box and lid
 
Solitaire Rating: Excellent
Complexity: Low
Playing Time: 3-15 hours
Scenarios: 4

Game scale: 
Each hex is about 10 miles (16 km).
Each turn is 10 days.
Units: Divisions.



Part of the Middle Map and Army Group Center's Attack



 This game is a bit like Barbarossa on $5 a day. You will get the full panoply of the immense invasion cut down to its bare bones. The Rulebook is only fifteen pages long. The actual rules for the game are only a little over ten pages. Then come some optional rules, the scenarios, and it also has rules for playing with up to eight people. The rulebook is in full color. Unbelievably, it has enough space to have a good number of rules examples included in it. There are two full color hard stock Player Aid Cards, one for each side. These both have the terrain chart on one side with the CRT and Sequence of Play on the other. The other two Player Aid Cards are for the four of the games separate scenarios (Leningrad, Kiev, Smolensk, and the Campaign Scenario). I am torn as far as the counters go. At first glance, I thought they were a little garish. I believe these are the deepest hues ever used for counters I have seen. They have grown on me. There is no problem reading the information on the counters. The counters do not use the 'NATO' designations that we are used to. I want to say that the designation shapes are from German sources from WWII, but I could be completely wrong.  You are also given alternative counters that show a silhouette of tanks and mechanized units instead of the rectangles and quadrilaterals. The maps are very well done. Each hex terrain is easy to see, and the artwork of the maps is plain to see. You are given three maps: Leningrad, Smolensk, and Kiev. These represent the areas of action for the German Army Group North, Center and South. So, other than the color choice on the counters, the games components pass muster.



This is part of the Northern Map



 This is the Sequence of Play:
 
 Game play proceeds using the following sequence. Once through the sequence comprises one game turn. After nine complete game turns, the game ends and victory is determined.

(1) Selection Phase. Each player secretly selects which of their command chits will be put into the cup for this turn. The command chits are mixed together into a single cup.
(2) Command Phase. One command chit is drawn blindly from the cup. The owner of the chit becomes the active player. The active player enacts the command chit (7.0).
(3) Activation Phase. If required by the command chit, the active player activates the appropriate HQ unit and any other eligible units (8.0).
(4) Operations Phase. Activated units may move and attack.
 • Movement Segment. The active player may move his activated units (9.0).
 • Combat Segment. The active player may attack enemy units with his activated units (10.0).
 After resolving steps 2-4 above, if any command chits remain in the cup, return to step 2 (Command Phase). If no chits remain in the cup, proceed to the End Phase.
(5) End Phase. Advance the turn marker into the next space on the Turn Track. Any Axis units in that space are moved to the Axis Available Box.  Return to step 1 (Selection Phase) and begin the new turn (6.0).



Part of the Kiev Map


 The game does not have separate air units. The two Air Forces strength has been built into the ground forces strength. As mentioned, this game was based upon boiling down all the extraneous rules and thoughts that are in almost all other Eastern Front games. As the German, you do not have to worry about rebuilding railroads either. That rebuilding has also been built into the system. 

 The supply rules are also different than most Eastern Front games. In all of the scenarios, the German player does not have to check if his units are in supply until turn four. As all the scenarios are nine turns, that means that he has almost half the game to run rampant on the Soviet player. 

 The game is only nine turns long. As the German player you have to get moving and keep moving. One thing to keep in mind is that destroyed Soviet units will come back to haunt you. The rebuilding of destroyed Soviet units is one of the few standard rules of Eastern Front games that is in this game. However, Soviet units that are starved out by lack of supply do not come back to haunt Ebenezer Scrooge, the German player, later in the game. So, as the German player you must hit the Soviet Union like the Road Runner. Put the Soviet units into sacks and then tighten them. Then you will not have to worry about them rising from the grave.

 The Soviet player is completely caught on his back foot. Time is generally on your side in Eastern Front games, but not this one. So, you must always be worried about if and when you strike back at the invaders. You have to be very careful not to attack and then find those same units out of supply. Of course, there are times where you just have to dig in and take those unit losses.

 The game is built on the chit pull system. There is even a chit pull for supply. So, neither side will know where the next blow will fall. This a fast-paced game even if it is actually a mini-monster. The sheer size of this part of the Soviet Union is what puts it into that category. If you have the area to play the full campaign, that is excellent. However, do remember that you can play three different one map scenarios.



Part of the Leningrad Map



 Thank you, Multi-man Publishing for allowing me to review this game. Mr. Nakamura has added another excellent game to his stable. My apologies to MMP for my tardiness with this review.

 Multi-Man Publishing has games about battles and campaigns all over the globe and from many different time periods. These games go from real monsters to much simpler easy to learn and play ones. They have numerous series of games to choose from. These include, among others:

Standard Combat Series
Operational Combat Series
Tactical Combat Series

 When looking through my collection earlier this year, I was surprised to see how many of their games I actually owned.


Robert

Multi-man Publishing:

A Victory Awaits:
 

  Donnerschlag Escape From Stalingrad by Vuca Simulations  One of the biggest questions that comes out of World War II is whether the German...

Donnerschlag Escape From Stalingrad by Vuca Simulations Donnerschlag Escape From Stalingrad by Vuca Simulations

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

World War II




 Donnerschlag


Escape From Stalingrad


by


Vuca Simulations






 One of the biggest questions that comes out of World War II is whether the German troops surrounded in Stalingrad could have escaped or not. There are many games about the entire Fall Blau Campaign and most of them have scenarios about the attempt that was made to break though the Soviet units and reestablish contact with the 6th Army. This is one of the few games that are just about the break into Stalingrad or break out from there. The overwhelming consensus of historians is that even if the troops in Stalingrad did break out, they would have done so only with the clothes on their backs and what they could carry. The other issue is that all of the Soviet divisions around Stalingrad would then be able to hunt this moving mass of men across the frozen steppe. Many historians have theorized that the only reason the German Southern front in Russia did not collapse completely is because so many Soviet divisions were tied up around Stalingrad. 



Notice the A, B, and C zones


 This is what Vuca Simulations has to say about the game:

"'Donnerschlag' is a two player game which is playable in one sitting. It is more of a game than a simulation and intended to bring a high player interactivity and replayability to the player's table.

 From December 12 to December 23 in 1942, "Unternehmen Wintergewitter" was in progress. This was the code name for a relief attack by Heeresgruppe Don to free the trapped 6th Army in Stalingrad.

 The Axis formations entered with 50,000 men and 250 tanks, while the strength of the Soviet formations was reported to be about three times that. For the enterprise to have any chance of success, the troops in the encirclement had to break out and meet the advancing Axis troops. The breakout had to be precisely coordinated with the advance of the relief troops and was to commence on the cue “Donnerschlag”. The breakout was never ordered and the troops in Stalingrad were never able to be relieved. This sealed their fate.

 Players will be recreating this episode, with the Axis side attempting to secretly establish and reach a meeting point, thus effectively freeing the 6th Army, while the Soviet will try to impede such outcome."





 This is what comes with the game:


One rulebook.

One mounted map.

184 counters.

Two player aid charts.

Two Setup Displays.

126 Cards.

Two 6-sided dice.


The Scale

A hex represents 4 kms (2.5 miles) of terrain from side to side.

Each turn represents a period of 1-2 days.

Combat units are mostly Brigades & Regiments for the Soviets and Romanians, Battalions & Abteilungen for the Germans.







  As usual, Vuca Simulations has hit another long ball with their components. The map is a mounted one. It is roughly 21 3/4" X 34" in size. The color is of a winter landscape, which fits the campaign fine. The Turn Record Track and a place for both sides' cards are also on the map. It is a very fine-looking piece of work. The counters are what we have come to expect from Vuca Simulations. They are pre-rounded and come off the sprues easily. They are color coded with a band across the top for their different formations. Nato symbols are used for everything except the various armor units. You actually get a choice with the armor unit counters. There are two different styles to choose from. One style is the normal profile of the tank. The other is a little more artsy, with the tank looking like it is charging at you. They also included a good number of 'Breached Minefield' counters for use in their 'Theseus' game. All of the information is pretty easy to see on them. The Rulebook is glossy and in full color. The rules are really only ten pages long. Then come four and a half pages of 'Historical Notes'(these are very well written). Next up is one page of 'Designers Notes'. This is followed by a setup page and last by the Index. Even though they are only ten pages long, there are a good number of play examples in the rules. The game comes with four Players' Aids. The first thing to say about them is that they are of hard cardboard. These are not as thick as the map, but I was still pretty amazed that they were not just paper. Two of them are one-sided and have the German and Soviet setup and reinforcement information on them. Then there are two identical Player Aids for each Player. On one side, there is an extended Sequence of Play. The other side has The CRT and Terrain Effects Chart etc. Having them be on a hard piece of material is just another way that VS shows how much effort they put into the manufacture of their games. 

 Next, we have three decks of Cards. There is an Activation Deck for both the Soviets and the Germans. There is also a Combat Deck. The cards have all of the information and die rolls needed for the activation of the different formations. They are not artsy, just plain large instructions in English. Even the boxes you get with VS games are better than normal. They are very heavy duty and have an interesting matte finish on them. 





 This is the Sequence of Play Summary:

1. Admin Phase
a. ‘Schwerpunkt’ marker is placed 
  (after becoming available).
b. Reinforcements placement. 
c. Deal Formation Cards and Combat Cards 
  & place Cards in the STAVKA/OKH box 
d. In Turn 4 (and possibly in Turn 8): Reshuffle 
  and add Formation Cards & Combat Cards.
e. Calling out ‘Donnerschlag’.
f. ‘Schlachtenglück’-Marker goes back to the Axis.
2. Action Phase
  Resolve Activations alternatingly 
  with the German player always going first. 
  An Activation consists of the following four steps:
a. Play one Activation Card and activate Units
b. Check Supply of activated units only
c. Movement
d. Combat 
  If there are Activation Cards left in 
  the hand, return to step a.
  If there are none, advance to segment e.
3. Advance ‘Donnerschlag marker’
4. Adjust Turn Track Marker


You can see the profile compared to the art for the tank units



 Before we start into playing the game itself, we need to take a small course in German first.

Donnerschlag - Thunder Clap (Donner being the German equivalent to the Norse God Thor)

Schwerpunkt - Main Effort

Schlachtengluck - Fortune of War


Alarmgruppe-Einheiten - Alarm Group

Kraftfahrzeug-Haftpflichtversicherung - Motor Vehicle Liability Insurance

 Okay, you really do not need the last one. It is officially the longest word in German. Mark Twain wrote an essay called "The Awful German Language". He also wrote this "In German, a young lady [das Mädchen] has no sex, but a turnip [die Rübe] has." Enough said.

  So, the first thing that happens after setup will be the placement of the Schwerpunkt counter (when it becomes available by one of the Combat Cards). This game is very much about command and control of your units by their HQs. The Schwerpunkt counter allows all friendly units within four hexes to be activated. Other than that counter, all units need to be activated by the owning player's Activation Cards. These work muck like a Chit Pull System for activation. 

 The Schlachtengluck counter allows the owning player (it physically goes to the opposing player after use) to reroll a die or to discard a card and draw a new one. The counter returns to the Axis player at the beginning of every turn. 



 The Donnerschlag marker and use is a bit convoluted so I will use the designers' words from the Rulebook:

"With the code word “Donnerschlag”, the breakout of the 6th Army
begins. On any turn, the Axis player may call out “Operation
Donnerschlag!” in the corresponding segment of the turn and
secretly determine a Meeting Zone. Place the Donnerschlag
Marker on the “0” box of the Donnerschlag Advance Track.
In each corresponding segment, the Donnerschlag Marker is
moved forward one box.

There are five boxes on the Donnerschlag Advance Track. When
the Donnerschlag Marker reaches Box 4 on the track, the game
ends and Victory Conditions are checked. If currently on the "6.
Army Survival" side, the game ends when the marker reaches
Box 5 instead.

If the Axis cannot meet the victory conditions in the Victory
Check Segment, that means the 6th Army could not be reached.
The 6th Army then disintegrates and the Soviet player wins.
This usually means, from the moment “Donnerschlag!”' is
called out, that the Axis player must reach the chosen Meeting
Zone exactly four turns later in order to win the game (and
must be in Supply and in Command).

Special Case
The Axis player can extend the survival of the 6th Army by one
turn (and only one turn). To do so, he must successfully play
the “Air Fleet 4” event. (If “Donnerschlag!” is called in Turn 4
and the “Air Fleet 4” event is played in Turn 7, then —and only
then — does a Turn 8 occur. Conversely, if the Axis units are
progressing well and “Donnerschlag” is called before Turn 4,
there can be no Turn 8.)
 Assuming the German plays 'Luftflotte 4' and thus unlocks
Donnerschlag box 5 for turn 8, but then fulfills the Victory
Conditions already at the end of turn 7, the game would end
with a German victory.
 If ‘Donnerschlag’ is called out after turn 4, we did not explain
this rule well enough.
There are special rules for Turn 8:
The last great effort
There are special rules for Turn 8—No Activation Cards are dealt.
There are only five Activations for each side. These Activations
take place as follows:
Axis Player
 At each Activation, the player decides whether to activate an
HQ or the Schwerpunkt Marker.
Soviet Player
 At each Activation, the player decides whether to activate an
HQ, or a formation, or the color of an army.

15. VICTORY CONDITIONS
Axis Victory
The Donnerschlag Marker must be in Box 4 of the Donnerschlag
Advance Track (either side) and at least one Axis unit must be
in Supply and in Command in the chosen Meeting Zone at the
end of the turn. (Note that if on its “6. Army Survival” side, the
marker can be in Box 5.)
Soviet Victory
If the Axis does not meet its victory conditions, the Soviet player
wins."


 To me the game hits the sweet spot in between a simulation and a game. It has more 'meat' to it than Vuca Simulations suggests in their writeup about the game. The game is based solely on if Operation Thunderclap would succeed in linking up with the German pocket at Stalingrad. The player does not have to worry about what to do when you get there (thankfully). So, you can try as hard as you like to meet the victory conditions without having to worry about trying to get back. The little extras that have been added to the game make it much more than a game. Only quick thinking, and not just luck, will help you playing either the defender or attacker.  


 One little twist to the game happens after the German player announces Donnerschlag. At that time, he must also choose which zone he is to meet up with the besieged in Stalingrad 6th Army. If you noticed, there were three zones at the top of the map marked A, B and C. On the map, there is also a track for these three different areas. The German player chooses which zone to strive for and then puts the three markers down (two are dummy counters). This rule helps to make the Soviet player not really sure where to place his units and which one to defend against.





 
 Once again Vuca Simulations has come through. The components are top notch and the rules and gameplay easy to follow. In their summary about the game, they said they strove to make it fun to play and were not going for a hardcore simulation. As far as the former, they hit the nail right on the head. As far as it not being a simulation that is a bit hard to judge. It is certainly not Axis and Allies, that is for sure. The game has only one map and a small number of counters. It is also playable in an evening or shorter. So, they have met all of the parameters they set out in the beginning. I can easily recommend this to anyone who is looking for a smaller game that can give the players a lot of enjoyment. Thank you Vuca Simulations for letting me review this fine game. Hopefully, it gets more press than it has gotten.

 If you get the chance, have a look at 'Nach Paris' from Vuca Simulations. It is about the 1914 campaign on the Western Front. Any gamer with even a passing interest in World War I will want this game. They have also released 'The Chase of the Bismarck: Operation Rheinubung - 1941' with Jack Greene as a co-designer.

Robert

Vuca Simulations:

Donnerschlag Escape From Stalingard:





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