Seelow & Kustrin 1945 (2001)

Playtime: 180
Min. Age: 0
Number of Players:
1 - 2
Publisher:
Six Angles,
Sunset Games
Designers:
Masahiro Yamazaki
Artists:
Masahiro Yamazaki
Mechanics:
Hexagon Grid,
Dice Rolling
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Operational level wargame recreating the German rescue operation onto Kustrin (3/7/45) and the Soviet offensive against the Seelow Heights (4/16/45).
11x17" map, 264 counters (some of these are variant counters for Zaporozhye 1943), 12 pages of rules (translated fairly well into English). Each turn is 3 hours (day) or 4 hours (dusk, night, dawn), each hex is 960m. Units range from companies to brigades, with the Soviets having larger units.
Game uses an IGO-HUGO system with opportunities for the non-phasing player to take defensive anti-tank fire. There are 3 kinds of combat: barrage, anti-tank (done by firepower) and assault (done by odds ratio). Combat results are disruptions, morale checks (yielding retreats), step losses and eliminations.
The Kustrin scenario is the smaller of the 2 and lasts 12 turns. It uses fewer counters than Seelow and is more of a learning scenario.
For the Seelow scenario, there are 12 turns - there is a chance the game can end after turn 7, otherwise the action continues 5 more turns.
11x17" map, 264 counters (some of these are variant counters for Zaporozhye 1943), 12 pages of rules (translated fairly well into English). Each turn is 3 hours (day) or 4 hours (dusk, night, dawn), each hex is 960m. Units range from companies to brigades, with the Soviets having larger units.
Game uses an IGO-HUGO system with opportunities for the non-phasing player to take defensive anti-tank fire. There are 3 kinds of combat: barrage, anti-tank (done by firepower) and assault (done by odds ratio). Combat results are disruptions, morale checks (yielding retreats), step losses and eliminations.
The Kustrin scenario is the smaller of the 2 and lasts 12 turns. It uses fewer counters than Seelow and is more of a learning scenario.
For the Seelow scenario, there are 12 turns - there is a chance the game can end after turn 7, otherwise the action continues 5 more turns.
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ag.gameitem.lastUpdated: 2025-04-28 03:09:19.394