Turbo Barbarossa (2024)

ag.gameitem.AGID:
Spielzeit: 120
Mindestalter: 10
Spieleranzahl:
2 - 6
ag.gameitem.publisher:
(Self-Published)
Spiel-Designer:
Lou Coatney
Künstler:
Lou Coatney
Mechaniken:
Force Commitment,
Area-Impulse,
Sudden Death Ending,
Dice Rolling,
Variable Set-up,
Area Movement,
Secret Unit Deployment,
Push Your Luck
Beschreibung
Risk! on the Russian Front!
This is a VERY fast, simple, playable - abstracted - Barbarossa areas game using a very abstract roster of units - infantry vs. armor - in 8 Jun41-Jan42 monthly turns.
10 German 2-dice panzer korps, 24 1-die infantrie korps, 3 1-die Romanian armies and other Axis allies group vs. 12 1-or-2-factor Russian tank korps and 24 1-factor armies. No Finns.
3 battle rounds per battle and depending on the weather with leftover battle rounds, armor can advance farther and possibly attack for for one more round.
No movement factors - terrain difficulty is simulated by just more areas in those regions - and fortress( citi)es are the only terrain affecting combat (other than a 2-unit limit attacking across the Narva River when it is unfrozen.
Airpower not specified - assumed to be implicit in the stronger armor units, although each group of 3 UnDisrupted German infantry korps get an additional "army"/artillery bonus shot/die on both attack and defense
.And as in many of my games, Germans have a Disruption(-recovery), qualitative advantage.
Hidden Russian units are an option to bedevil the Axis player. Strong, "Historical," or Weak armor arrays can have the Axis player intimidated by weak Russian tank units or reckless at the mercy of un-revealed strong Russian tank korps.
Although areas are just disguised point-to-points, the implications of their configuration can be far easier to overlook and downright sneaky, I've been reminded.
Estimated 90-120 minutes to play.
—description from the designer
Risk! on the Russian Front!
This is a VERY fast, simple, playable - abstracted - Barbarossa areas game using a very abstract roster of units - infantry vs. armor - in 8 Jun41-Jan42 monthly turns.
10 German 2-dice panzer korps, 24 1-die infantrie korps, 3 1-die Romanian armies and other Axis allies group vs. 12 1-or-2-factor Russian tank korps and 24 1-factor armies. No Finns.
3 battle rounds per battle and depending on the weather with leftover battle rounds, armor can advance farther and possibly attack for for one more round.
No movement factors - terrain difficulty is simulated by just more areas in those regions - and fortress( citi)es are the only terrain affecting combat (other than a 2-unit limit attacking across the Narva River when it is unfrozen.
Airpower not specified - assumed to be implicit in the stronger armor units, although each group of 3 UnDisrupted German infantry korps get an additional "army"/artillery bonus shot/die on both attack and defense
.And as in many of my games, Germans have a Disruption(-recovery), qualitative advantage.
Hidden Russian units are an option to bedevil the Axis player. Strong, "Historical," or Weak armor arrays can have the Axis player intimidated by weak Russian tank units or reckless at the mercy of un-revealed strong Russian tank korps.
Although areas are just disguised point-to-points, the implications of their configuration can be far easier to overlook and downright sneaky, I've been reminded.
Estimated 90-120 minutes to play.
—description from the designer
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-05-01 08:23:17.693