REVIEW OF STALINGRAD: OPERATION BLUE

by Kevin Readman



I tried a new rule set last week called Stalingrad: Operation Blue, a 25mm World War II miniatures game by Marco Pecota from Global Games in Toronto. This is a squad level game. I played the play test rule set version 1.1 which is available from the Internet.

Each figure represents one man. Each soldier has several characteristics, such as Action Points, Morale, Weapon, etc. The most important and most frequently used characteristics are Action Points and Weapon. The Action Points axe used to determine specific movements and fire. For example, the typical characteristic of a soldier might be Action Points 3, Morale 8, Hand-to- Hand 6 (attack dice), and a rifle. As you might suspect, the type of action costs vary depending on the situation: I inch forward costs I action point, open door I action point, climbing ladder 1 inch is 3 action points. Fire Actions costs depend on the type of shot: a snap shot or aimed shot. Each squad has at least one leader and the leader can effect the members of his command if there is a Line of Sight. I liked the leader's ability to motivate a squad member to perform an action (e.g. get an extra inch of movement). There is more to the action point system but nothing extraordinary.

The player sequence is phased. After resolving initiative, the first player performs his actions. There is pass through fire if you have action points. Otherwise, the none phasing player waits his turn. I found the game a straight forward infantry man game. The rules do not include any vehicles nor anything other than infantry options. The morale rules seemed to lack impact on the overall squad performance. I thought individual soldiers were a little too brave too often. So being a rule altering wargamer, here is my suggestion to tighten the morale up.

Squad's Effective Morale

A squad's morale is effected by the events that befall it, such as the loss of its members. For each member of the squad that is killed the effective morale is lowered.

At the beginning of each turn after a casualty has occurred the squad will roll 2d6. If the roll is equal to or over the number required to pass it fails morale. The base morale is determined by the squad's overall experience and training. The base morale number is modified by only two events: casualties and leader bonus.

Elite Squad 13
Seasoned 11
Regular 10
Green 8
Militia 6

For each man lost the squad gains a fatigue point. Each fatigue point adds +1 to the squad morale roll. Before any Effective Morale rolls the squad leader may choice to use his command points (-1 per command point).

If the squad fails its Effective Morale roll all members of the squad have movement restrictions. Ile squad members "hesitate" and are not allowed any heroic actions. This reduces the John Wayne acts. For example, a squad member

A member can not move to lesser cover Any member in the "open" must move toward the nearest cover A member will not move into LOS of the enemy (but my remain in LOS if in some cover already

After a squad has taken a casualty it must roll a new Effective Morale roll on their active phase of each turn.

No rally from a squad failure is needed, they are back to normal at the end of each turn.


Back to MWAN #93 Table of Contents
Back to MWAN List of Issues
Back to MagWeb Magazine List
© Copyright 1998 Hal Thinglum
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