Table feel
The game has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, the level of cooperation required is relatively low.
Fall Blau: Army Group South, June-December 1942, is a simulation depicting the 1942 campaigns of Army Group South to take the Caucasus and Stalingrad using a modified version of the classic Operation Typhoon / Victory in the West system. This involves a chit pull for strong units...
Players
1-6
Time
30-420
Age
?+
Weight
2.91
Rating
8.00
Should this hit the table?
The game has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, the level of cooperation required is relatively low.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The game has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, the level of cooperation required is relatively low.
Fall Blau: Army Group South, June to December 1942 has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate player interaction also contribute to its replay value. However, the game may be slightly challenging to learn for some players.
Fall Blau: Army Group South, June to December 1942 has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Fall Blau: Army Group South, June-December 1942, is a simulation depicting the 1942 campaigns of Army Group South to take the Caucasus and Stalingrad using a modified version of the classic Operation Typhoon / Victory in the West system. This involves a chit pull for strong units to determine strength upon entering combat. The basic turn sequence is classic IGO-UGO which consists of movement and combat, with possible attacks for mechanized units during movement. Planes are simplified through the use of Air Points. The Axis player is limited by supply limitations with a support system that easily restricts him from having the strength to attack everywhere at once! Each scenario breaks battles off into smaller pieces for shorter playtime. Basic units are divisions, with Soviet corps, brigades, and tank battalions, as needed. Order of Battle from various sources, largely from the works of David Glantz, and fine tuned to give a reasonably accurate flow to the campaign. Five maps run from Kursk in the north to towards Baku in the south across the diagonal. A sixth map is included for playing three of the smaller scenarios with larger hexes. There are a few extra German divisions available as options. The Eleventh Armee can be kept from going to Leningrad and sent to help capture the oilfields as an option. Free setup options are available and automatic victory goals based on Hitler's whim. Game Scale: Game Turn: 3 days Hex: 6.5 miles / 10 kilometers Units: Battalion to Division Game Inventory: Three 22 x 34" full color mapsheets Two 21 x 24" full color mapsheets One 10 x 21" full color mapsheet Four dual-side printed countersheets (980-1/2" counters) One 32-page Fall Blau rulebook Six single-side (9"x11") Player Aid Cards Six dual-side (9"x11") Player Aid Cards Three dual-side (11"x17") Player Aid Cards One 10-sided die Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 1-50 Hours
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