Barbarossa File: Deep Battles in Russia, 1941-42

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Players
1-4
Weight
2.00/5.00
Playtime
300 min
Age
12+

⚙️ Game Mechanics

How this game works - core systems and player actions

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📖 About This Game

Corps to Army level, 36 mis/60 kms per hex, 20-day turns, no Finnish front. Russian units start face down, and there are 3 different order of battle possibilities: 1. Historical - 3/6 chance, as I remember. 2. From Budyonny's Stables - 2/6 chance: What if the Bolshevik traditionalists *had* completely overthrown Tukhachevsky's modern, mobile doctrine *and* equipment, leaving the Red Army strong in infantry and artillery, and having only weak cavalry/mobile corps, with the one exception of Budyonny's KonArmiya. 3. The Tukhachevsky Twist - 1/6 chance: What if Tukhachevsky had not been purged and had seen through the reorganization of the Red Army into the mobile, "deep battle" forces he and Isserman had envisioned? Moreover, there are 3 different possible replacement rates, so the German player not only does not know what kind of monster he is attacking, he also doesn't know how strong it is - historical is the maximum. The easier his opponent is, the more and sooner victory objectives he must achieve. PRESSURE ... to over-extend?