Had a proper bash with new acquisition and what a tough old time it was for Germans !
To win outright (ie exceed historical outcome) they must capture every area on board (they start with 9 and there are 50) or if they can exceed 40 they have achieved the historical outcome (a draw in game terms).
Soviets can auto win of they 'force' German morale to zero from starting level of 19 but since every repulsed result causes a -1 morale drop and you lose 1 at end of each turn (you can spend Supply to push up by 1) it soon dwindles.
When Morale is good, Germans get +1 to all attacks conversely when its low this bonus is lost and Soviets get +1 to defence, Germans do get a +1 if 3 or more units from same formation attack together, but any loss sees units Repulsed with lead unit destroyed (can be brought back with Supply expenditure) so low yield attacks are fruitless and costly.
But boy is this a hard proposition with several areas defended by some tough Soviet units of who it seems maximum strength value is 10 with Guards tactic but usually married with +4 terrain in the high urban areas along river.
Taking several areas proved really tough as even a +3 Light Urban area can have an 8 or 9 strength defender (tactics vary) and Germans can only mass a maximum of 4 units in one zone although they can support with Supports up to number of attackers.
The Stukas are powerful (only 3 in mix) but less so than I first thought as they are marked as -1D6 to defender which I took initially to mean Soviet threw 1 less D6 however upon actually reading rules this is 1D6 rolled to reduce Soviet defence by total rolled bit less impactful.
At start of each turn you roll for Random events and I was twice in a row effected by Operational Pause which means you roll a D6 and that many German areas must flip their units to Spent prior to action phase, I of course managed to roll a 6 twice fairly gutting offensive power. Other events reduce Artillery effect, increase Soviet defence or effect things by off-board offensives by Soviet Armies. All grist to the mill for solo player
I did take most of southern part of City but could not make a dent in northern half.
The game is as can be seen quite dice luck dependent but it is fairly quick playing and rather addictive fun and so have set up for another try this time to try several optional rules of which being able to Isolate (cut an area off from Volga) Soviet units looks most useful, others not so much.
Early stages as I make some inroads in south of city
And in final splurge for birthday another title en-route, 'Donnerschlag' depicting failed relief effort towards Stalingrad.
A more traditional hex and counter style game but with cards for Activation and Combat effects.
The game looks graphically awesome but am aware of its having a fairly extensive Errata/FAQ document but got at a decent price so took the plunge.
Thanks Gary, all encouraging to get mine to the table. Sounds like it has thar ‘one more go at it’ quality. Two sixes! Sounds like you have found my dice!🙂
ReplyDeleteHi Norm it is a light but fun and flavoursome solo exercise, some strategy but lots of luck involved. Rolling 6 is usually a good thing but not in this instance so you can have your dice back :-)
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