Grant, Alexander, I understand exactly what you're getting at with the comment on East Front games being one side crushing the other, then the other side taking over the crushing role and dishing out the hurt. However, the one game you don't have in the Simonitch series it appears is Ukraine 43, and it has a different dynamic. Yes, the Russians are in the ascendancy, with the Germans attempting a controlled retreat. But the Germans have some very powerful elite panzer units which, if stacked together , can lay out some severe punishment on the Russian tank armies, and stall their advances. In the games I've played there are usually one or two counter-attacks each German turn by these powerful units which can re-shape Russian lines, strategy and expectations! Its a tense thriller of a game and the Campaign game is just two maps which overlap by around a third, so its nowhere near as large as Stalingrad 42. Great review, your joy in "playing a wargame" is excellent, its exactly what I felt playing Ukraine 43, my first game back since the Avalon Hill days.
26:17 I don't have this game but I do have Holland '44! Looking at the rulebook for Stalingrad '42 shows that the units attacking across the river DO still have a penalty. "9.5.2 All units are halved attacking across a Major River Hexside." They don't get a full attack value attacking across major rivers. The example below in the rulebook also shows the exact situation you guys mention and shows that the units across the river are halved, but the defending unit is NOT doubled since an attacking unit is across the river. "Next, units D, E and F attack unit Y. Units D and E are halved attacking across a Major River hexside. Unit Y is NOT doubled because unit F is not attacking across a river hexside."
Nice review! I agree, this one is way more easy to get into than it seems. Friendly reminder: all Soviet units are eligible for a determined defense before Turn 8 if they were doubled (e.g., defending behind a river) or received a favorable column shift (e.g., fortifications).
Nice review! Holland '44 was a revelation. I love that this this system is so compatible with so many conflicts. Usually, I enjoy the tension of determining initiative in other games, but just having it always set for you is a great aspect of the gameplay because at least you know you'll have your shot to respond before you get womped!
To Grant's point about attacks across rivers, while I can't explain the rationale (I wondered about it too), the best solution I've found is to just keep ZOC Bonds going along the length of the river, then reinforce at the point of attack. You can build forts too for even more fun!
double check the BT rules. if the defender retreats 2 the attack can only advance 2 hexes. then the hex advanced into costs 1 pt and the BT costs 1 so you can’t attack the unit you retreated. BT is to smash units directly behind or to the side of your attack.
I switched out the counter tray for a DVG deep game Counter tray. Only thing in a baggy were the dice. And yes, I love Holland 44. And I was a bit concerned at first but wow fun fun. Getting ready to play Stalingrad 42. I will probably get Ukraine 43.
I would love to see you guys review Normandy 44 and Ukraine 43 as well to get an even deeper overview of the system. I think you would LOVE Normandy '44. I'm already a huge fan of the system but I'd just like to see you talking about it. Ukraine 43 might drive Grant mad as the first turn is basically the entire Soviet army crossing a river across the whole of the map.
@@ThePlayersAid Normandy is very "do-able" as it's a single map. It's my "pocket" Simonitch game in the system. It also has the advantage of telling a story we all know so well.
Hey guys! Truthfully wasn't looking forward to this review... I have a TON of East Front games from the AH Stalingrad to PanzerBlitz to "The Streets of Stalingrad" to pickups like AH's "Russian Campaign" and Combat Infantry: East Front. What DID interest me was the unit reduction system (disrupted and full retreat), and the stages of combat, tactical movement, and other bits. I LIKE the ebb and flow, the necessity for good line building (for the Russians). I would agree with Alexander that this WOULD FEEL like you played a WAR GAME, after all was said... a lot to think about. I would also agree with Grant, that crossing rivers is more than a slippery slope. My take on crossing rivers is a bit more tactical, IF you think of it. IF there are units on the "other side" of the river, the "attacking" unit would be receiving defensive fire from standing positions, hence taking casualties before reaching the other side. What remains of the "attacking unit", in terms of their offensive capability WOULD be halved, as there is NO WAY the attacking troops could focus fire on dug in enemy positions. ONCE the attacking force was installed and COULD focus their fire, they might SUPRESS (SP!) the defensive unit, while reinforcements landed and moved forward. ALL OF THIS, would be compromised IF the attacker used either artillery barrages or air strikes... not so sure how that would work in reality. ** There is a story from the ANZIO campaign where German paratroopers hid in caves, during a massive allied barrage. By the time the smoke cleared, the allies were surprised when the Germans had found their positions and handed them an ass whooping!... when they attacked. *** Can either of you suggest why more game companies (GMT, Columbia, DVG, Compass, LEGION, etc) ignore the ANZIO campaign almost completely? You have two tough sides that fight in rubble (just like Stalingrad), have international soldiers, and interesting leadership components???? There is air power for both sides, good equipment, and even a guerrilla component.
"...making up bullcrap reasons" -- LOL! That was funny. Here is why you are wrong: read 9.5.2 carefully -- as someone already indicated below. The rules clearly indicate attackers are halved regardless, if those units are attacking across the major river. That's not insignificant, even if the defender is not doubled. It's not usual in any wargame for the defender to be quadrupled, which CAN happen in this game if the attacker does not infiltrate across the major river. Note that the asterisk ** result is not applied to attackers at all, this is only for the defender doubling. the attackers are still halved.! It's true that minor rivers don't have much effect at all unless the attacker is not across the river somewhere; I would presume this is due to them being easily forded in many areas and not needing rowboats as Grant suggests.. One more thing, river attacks don't allow tank shifts across the river, regardless of size. The tanks need to be across to be effective. As someone states below, ZOC bonds can prevent this infiltration. and secure defender doubling. Seems effective enough to me and feels right to me. Thanks for the review guys! PS -- why do you two think people are going to be scared of playing these wargames and reading rules? Do you really think that's some kind of issue, people quivering in fear of rules to play wargames?? If people are scared of wargames rules they shouldn't be watching wargame reviews, imo.
The doubling/halving rules in these games is kinda simple, yes... but it makes it a lot easier to play by having the general rule that units can't be halved/doubled more then once. Other operational games on about the same scale does this different.
We played this game three times and its an absolute Axis dream cakewalk. They take Rostov quickly if the Axis is aggressive and they all have pontoons that can cross all rivers. The Soviets never have a chance to construct a defensive line. I sold my copy.
it’s depressing to play the Russians but hold out for turn 20 and then it’s the russians turn. played 3 times. twice as russians. Russians won all 3 games.
They are halved only when attacking across a major river. Minor river has no effect on attack. Defender is doubled if all attacking units are attacking across rivers (minor or major).
Grant, Alexander, I understand exactly what you're getting at with the comment on East Front games being one side crushing the other, then the other side taking over the crushing role and dishing out the hurt. However, the one game you don't have in the Simonitch series it appears is Ukraine 43, and it has a different dynamic. Yes, the Russians are in the ascendancy, with the Germans attempting a controlled retreat. But the Germans have some very powerful elite panzer units which, if stacked together , can lay out some severe punishment on the Russian tank armies, and stall their advances. In the games I've played there are usually one or two counter-attacks each German turn by these powerful units which can re-shape Russian lines, strategy and expectations! Its a tense thriller of a game and the Campaign game is just two maps which overlap by around a third, so its nowhere near as large as Stalingrad 42.
Great review, your joy in "playing a wargame" is excellent, its exactly what I felt playing Ukraine 43, my first game back since the Avalon Hill days.
26:17 I don't have this game but I do have Holland '44! Looking at the rulebook for Stalingrad '42 shows that the units attacking across the river DO still have a penalty. "9.5.2 All units are halved attacking across a Major River Hexside." They don't get a full attack value attacking across major rivers. The example below in the rulebook also shows the exact situation you guys mention and shows that the units across the river are halved, but the defending unit is NOT doubled since an attacking unit is across the river. "Next,
units D, E and F attack unit Y. Units D and E are halved attacking across a Major River hexside. Unit Y is NOT doubled because unit F is not attacking across a river hexside."
Nice review! I agree, this one is way more easy to get into than it seems. Friendly reminder: all Soviet units are eligible for a determined defense before Turn 8 if they were doubled (e.g., defending behind a river) or received a favorable column shift (e.g., fortifications).
“You have got to get on your horse and ride it until it’s foaming” best quote from General Grant.👍
Awesomeness. 👍
Nice review! Holland '44 was a revelation. I love that this this system is so compatible with so many conflicts. Usually, I enjoy the tension of determining initiative in other games, but just having it always set for you is a great aspect of the gameplay because at least you know you'll have your shot to respond before you get womped!
It's a different style for sure, but this is such a clean classical wargaming system.
To Grant's point about attacks across rivers, while I can't explain the rationale (I wondered about it too), the best solution I've found is to just keep ZOC Bonds going along the length of the river, then reinforce at the point of attack. You can build forts too for even more fun!
I like the new office, closer to the theme by being similar to a an underground bunker :)
double check the BT rules. if the defender retreats 2 the attack can only advance 2 hexes. then the hex advanced into costs 1 pt and the BT costs 1 so you can’t attack the unit you retreated. BT is to smash units directly behind or to the side of your attack.
Good job on this one guys. Nice balance between showing some details of play plus higher level overview of the game.
I switched out the counter tray for a DVG deep game Counter tray. Only thing in a baggy were the dice.
And yes, I love Holland 44. And I was a bit concerned at first but wow fun fun.
Getting ready to play Stalingrad 42. I will probably get Ukraine 43.
I would love to see you guys review Normandy 44 and Ukraine 43 as well to get an even deeper overview of the system. I think you would LOVE Normandy '44. I'm already a huge fan of the system but I'd just like to see you talking about it. Ukraine 43 might drive Grant mad as the first turn is basically the entire Soviet army crossing a river across the whole of the map.
I have both Ardennes '44 and Normandy '44 punched and clipped at home. We just haven't as much time as we need!
@@ThePlayersAid Normandy is very "do-able" as it's a single map. It's my "pocket" Simonitch game in the system. It also has the advantage of telling a story we all know so well.
i played campaign to Stalingrad. Mark’s first zoc bond game and it was easy to move to this game.
Hey guys! Truthfully wasn't looking forward to this review... I have a TON of East Front games from the AH Stalingrad to PanzerBlitz to "The Streets of Stalingrad" to pickups like AH's "Russian Campaign" and Combat Infantry: East Front. What DID interest me was the unit reduction system (disrupted and full retreat), and the stages of combat, tactical movement, and other bits. I LIKE the ebb and flow, the necessity for good line building (for the Russians). I would agree with Alexander that this WOULD FEEL like you played a WAR GAME, after all was said... a lot to think about. I would also agree with Grant, that crossing rivers is more than a slippery slope. My take on crossing rivers is a bit more tactical, IF you think of it. IF there are units on the "other side" of the river, the "attacking" unit would be receiving defensive fire from standing positions, hence taking casualties before reaching the other side. What remains of the "attacking unit", in terms of their offensive capability WOULD be halved, as there is NO WAY the attacking troops could focus fire on dug in enemy positions. ONCE the attacking force was installed and COULD focus their fire, they might SUPRESS (SP!) the defensive unit, while reinforcements landed and moved forward. ALL OF THIS, would be compromised IF the attacker used either artillery barrages or air strikes... not so sure how that would work in reality. ** There is a story from the ANZIO campaign where German paratroopers hid in caves, during a massive allied barrage. By the time the smoke cleared, the allies were surprised when the Germans had found their positions and handed them an ass whooping!... when they attacked. *** Can either of you suggest why more game companies (GMT, Columbia, DVG, Compass, LEGION, etc) ignore the ANZIO campaign almost completely? You have two tough sides that fight in rubble (just like Stalingrad), have international soldiers, and interesting leadership components???? There is air power for both sides, good equipment, and even a guerrilla component.
Another good review!
Btw, with the brick wall behind you it kind of looks like your in a bunker:) Nice planning.
Great video guys. Thanks for the review. :)
"...making up bullcrap reasons" -- LOL! That was funny.
Here is why you are wrong: read 9.5.2 carefully -- as someone already indicated below. The rules clearly indicate attackers are halved regardless, if those units are attacking across the major river. That's not insignificant, even if the defender is not doubled. It's not usual in any wargame for the defender to be quadrupled, which CAN happen in this game if the attacker does not infiltrate across the major river. Note that the asterisk ** result is not applied to attackers at all, this is only for the defender doubling. the attackers are still halved.!
It's true that minor rivers don't have much effect at all unless the attacker is not across the river somewhere; I would presume this is due to them being easily forded in many areas and not needing rowboats as Grant suggests..
One more thing, river attacks don't allow tank shifts across the river, regardless of size. The tanks need to be across to be effective. As someone states below, ZOC bonds can prevent this infiltration. and secure defender doubling.
Seems effective enough to me and feels right to me.
Thanks for the review guys!
PS -- why do you two think people are going to be scared of playing these wargames and reading rules? Do you really think that's some kind of issue, people quivering in fear of rules to play wargames?? If people are scared of wargames rules they shouldn't be watching wargame reviews, imo.
And great videos. Was feeling a a bit " am I ready for this?"...gonna play Caucasus scenario, I think.
The doubling/halving rules in these games is kinda simple, yes... but it makes it a lot easier to play by having the general rule that units can't be halved/doubled more then once.
Other operational games on about the same scale does this different.
That helped a lot. Thanks~
Would be interesting to compare this game with Compass Games' Fall Blau
there’s a video doing that.
We played this game three times and its an absolute Axis dream cakewalk. They take Rostov quickly if the Axis is aggressive and they all have pontoons that can cross all rivers. The Soviets never have a chance to construct a defensive line. I sold my copy.
it’s depressing to play the Russians but hold out for turn 20 and then it’s the russians turn. played 3 times. twice as russians. Russians won all 3 games.
thank you
Why does everyone forget France 40....It’s part of the same game system
That breakthrough combat at minute '21, doesn't it also need the column shifts of tanks, elite, and disrupted, making it 6:1?
I was wondering that too
Are attack values not halved for any unit attacking across a river?
They are halved only when attacking across a major river. Minor river has no effect on attack. Defender is doubled if all attacking units are attacking across rivers (minor or major).
Alexander where did you get that shirt? Its really groovy
I think Kelly bought it from H&M
free stacking soviet tanks sounds like independent tank brigades?