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Lost Battles: Operational Combat In Russia box art

Lost Battles: Operational Combat In Russia

Players

2

Time

?-?

Age

12+

Weight

2.33

Rating

6.09

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

The game Lost Battles: Operational Combat in Russia has a high level of direct confrontation, with battles and competitive actions having immediate impact on opponents. It also offers a good amount of strategic depth in confrontation, allowing players to indirectly affect each other through resource denial, market manipulation, and strategic positioning. The game requires frequent attention to other players' strategies and turns, increasing the interaction frequency. However, the level of cooperation required is relatively low. Overall, the game has a strong interaction score, making it engaging and competitive.

Replay value

Lost Battles: Operational Combat in Russia has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. The player interaction score is moderate, and the game is relatively easy to learn with a moderate depth of gameplay.

Luck profile

The final luck score for Lost Battles: Operational Combat in Russia is 5.67. This indicates a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.

Overview

Strategy & Tactics magazine #28. Time Scale: 1 day per turn Map Scale: 2 km per hex Unit Scale: Battalion/Regiment Lost Battles is an operational game covering various Eastern Front battles at battalion - regiment level. These battles are fought on a generic map that represents the types of terrain found on the Eastern Front. The game has that essay quality of many Dunnigan designs. It intentionally does not try to be all encompassing but consciously focuses on specific strands of the story as simply and straight forwardly as possible. Good advice for storytellers and game designers. While a bit primitive by today's standards Lost Battles is nevertheless complete and playable presenting many interesting problems to be solved. Though only four scenarios are provided with game, the highly variable victory conditions actually make the game extremely replayable. The game also provides brief tools to design many scenarios of your own. In fact you could say that it is this that the game does most best. It is likely that many early designers played a game or two of this before going their own way taking with them the bits and pieces of the simulacrum that suited them.

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Editions

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Credits

Designers

1
Jim Dunnigan

Artists

1
Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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