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Barbarossa: Army Group Center, 1941
EN

Barbarossa: Army Group Center, 1941

1998 · GMT Games

1–4 игроков
120 мин
12+
Сложная (4.0/5)
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Категории2
ВаргеймВторая мировая война
Категории
ВаргеймВторая мировая война
Механики1
Гексагональная сетка
Механики
Гексагональная сетка
ИнформацияОтзывыДополненияФорумВидеоФотоФайлы

Об игре

Historical Setting

June 1941 -- Army Group Center hurls itself through the Soviet border defenses, and its two Panzer groups race headlong toward Minsk. Behind them lie the remnants of the Soviet Western Front -- almost a million men in four armies. The Soviets are stunned by the German Blitzkrieg. Their responses are slow, confused, and governed by pre-war contingency plans made obsolete by the speed of the German advance. In little more than a week, the German panzer spearheads meet east of Minsk. Though isolated units continue to fight, the entire Soviet Western Front has ceased to exist!

The Germans' next target is Smolensk, but the Soviets resist more effectively. Entire armies are dispatched from other parts of the Soviet Union as the true scope of the Minsk pocket disaster and the magnitude of the German threat become known. Soviet counterattacks, especially around Lepel, are thrown back with horrific losses. Once again the Panzer Groups charge eastward, creating yet another huge Soviet pocket west of Smolensk. The Soviets resist savagely. Smolensk falls on July 13th, but the pocket does not close. Many Soviet units escape to fight another day.

Hitler now makes a fateful decision and overrides his generals. Over half of Army Group Center's armored and air formations are diverted south to take Kiev or north to isolate Leningrad. No longer under heavy pressure, the Soviets gain time to form solid fronts around Vyazma and Bryansk. Did Hitler's decision cost the Germans the war? Play Barbarossa: Army Group Center and find out for yourself

Game Features

Eight scenarios allow players to vary their level of involvement, complexity, and starting point, from introductory to full campaign

An asymmetrical sequence of play that highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare. This includes a “non-op” Soviet HQ system to simulate the rigid, yet fragile, Soviet Command structure

Detailed air rules which integrate with land combat and weather rules

Incredibly detailed Order of Battle, including special coverage of artillery, rocket artillery, engineers, bridge units, armored trains, and much more

Modifications to the proven “EFS” include many revised rules and procedures, as well as new Order of Battle information

Extensive bibliography and design/historical notes

COMPONENTS

• Four 22" × 34" inch maps (Maps C, D, H, and I)

• One 25½" × 11½" inch map (Map WA)

• 1400 die-cut ½" counters in five full counter sheets

• One Rule Book

• One Playbook

• One 11" × 17" Map Card (with Scenario 3 and 6 Maps either side)

• Three double-sided Soviet Set Up Cards (with backside of one card containing a Game Card displaying all Scenario 3 and 6 units)

• Two double-sided Axis Set Up Cards (with CRT on one)

• One single-sided 8½" × 11" combined Axis and Soviet Step Red

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Информация

Год1998
ИздательGMT Games
ДизайнерTony Curtis
Игроки1–4 чел.
Время120 мин
Возраст12+
Ранг в каталоге#5936