by Don Lowry
This is a WWII board game published in Australia by JEDKO Games. It comes in a 12" x 2" x 14" box (like an old AH flat box, but longer). The board comes in two unconnected sections, each of which is 11 1/2" x 19 1/2" square, that are made from heavy cardboard (about 1/8" thick) with a white slick upper Sur. face. The map is printed on these boards in black, light blue and greenish-yellow inks. The rule book is 5 3/4" x 7 7/8", 12 pages on slick Paper. There is one 8 3/4" x 11" sheet of nicely printed and diecut 1/2" square unit counters, of the highest quality. Russians are tan, Germans grey-green, SS black, and Axis allies are olive green. Also included are a 7 1/2" x 9" card containing the weather and movement allowance charts and a 9" x 5" Time Record Chart (which also shows the order of appearance of all reinforcements). This game is an intentional re-design of (AH's) STALINGRAD. It is vastly more accurate historically than S'GRAD and slightly more complex (about like BULGE) but just as Playable. It's a shame this game didn't come along about 6 years ago when almost the whole hobby was searching for a better STALINGRAD. This game is exactly what we were all looking for! But even today, it is an excellent game: The map covers roughly the same area as S'GRAD's but is angled differently and includes less of Finland, more of the Caucasus, and Berlin. A new type of terrain. woods, is introduced, in addition to the mountains, swamps, rivers and cities of the AH classic. Cities are subdivided into major and minor types. The order of battle is all new. The Axis units are all corps. The Russians start with infantry in armies and with mechanized and cavalry corps. Later they get paratroop Corps and tank armies. They also have special units of partisans and workers (the latter cannot move from the city of origin). While the rules are in the basic Avalon Hill tradition there are a number of ways they diverge from the original STALINGRAD. One of the most radical departures is the use of "impulse" movement, a la SPI. That is, after a side has moved and fought it is allowed a (restricted) second move (impulse) and combat, before the other side can move. It is in this second impulse that weather has its major effect. There are, incidentally, four kinds of weather possible: Clear, Lt. Mud, Mud and Snow. Mud is, realistically, the worst. Movement factors vary from 2 (some Axis-allied infantry) to 8 (the 1st and 2nd SS Panzer Corps), but most Russian infantry have 3 and German infantry 4, Russian armor 5 and German armor 7. Unlike S'GRAD you cannot soak-off against part of a stack and attack the rest. A limited number of units may use rail movement each turn - but the distance is unlimited. A limited amount of sea movement is also possible in the Baltic and the Black Sea. On the first impulse of the game Russians defending behind rivers are not doubled. The Germans have 3 Stuka counters that increase attack odds by 3 columns (eg. 2-1 becomes 5-1). These dwindle as the war progresses. The Russian have 3 non-replaceable parachute units. Supply is linked to the railroads, much as it is to the roads in BATTLE OF THE BULGE. Russian partisans and workers have already been mentioned. There are special considerations if the Russians capture Helsinki, or the Axis Archangel, and when the Russians approach Bucharest or Warsaw. But perhaps the greatest difference is in the victory conditions. The Germans must occupy or control every city on the mapboard or occupy MOSCOW and destroy the Stalin counter. The Russians must control or occupy every city on the board or occupy Berlin and destroy the Hitler counter. (The Time Record Chart runs through May/June 1945 and each turn represents two months.) Another major difference is that both sides are restricted in the initial set up, Some Russian units must set up in specific cities, other anywhere within their respective border Military Districts, of which there are four. The Germans are grouped into five forces: Finland, Rumania, and army groups North, Centre and South. On the first impulse of the game Army Group North can only attack the Baltic Military District, A-G Centre may only attack the Western Mil. Dist., AG South may only attack the Kiev Mil. Dist., and forces in Rumania may attack either the Odessa or Kiev Districts. All in all, I found this to be a very satisfactory game. The components are almost as good as Avalon Hills and the rules, O.B., imp, etc are a great improvement over the old classic. In a few solo games (for which this game is well suited) I found the Germans breaking great holes in the Russian lines, and making great gains the first few turns but usually pulled up short of Leningrad, Moscow and Kiev when the first mud and snow hit. Very like the historical campaign, and unlike the 'AH game. In short, if you liked STALINGRAD, you'll love RUSSIAN CAMPAIGN. And even if you didn't like S'GRAD you still would probably like R.C. It sells for $11.00 (the problem with imported games is the shipping and custom costs) and is available from Simulations Design Corp., P.O. Box 19096, San Diego, CA 92119, Thumbnail Analysis Mini Reviews
The African Campaign Manassas Torgau Narvik Rommel: The Campaign for North Africa GHQ Additions Back to Table of Contents -- Panzerfaust #67 To Panzerfaust/Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1975 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |