The mapboard and
counters in this game are excellent, with a refreshingly
quick setup system. The very large units,
dual-month turns, and simple turn sequence make
this huge part of World War II a fast and playable
game.
A wargame of this
quality deserves better rules than what it's got.
Tactical-level elements such as Stukas, artillery
barrages, and partisans are out of place when a
single counter can represent 200,000 men.
Movement speeds
are unnecessarily restricted, weather effects on
combat are excessive, and there is no reason for
preventing railroad travel in the second month.
Minor cities should be as significant
military obstacles as major cities. And why
would players try to occupy every city on the
map to succeed? These and other arbitrary rules in
The Russian Campaign need fixing.
The law of large
numbers lets us simplify combat results and
weather. Increasing the range of movement in the
second month of each turn allows a better historical
match. You will find that the changes made
in the short pdf below add realism while simplifying
play, and at the same time expand the choices
players relish Now, it's a thinking person's game;
try it!
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