Roads to Moscow is a two-player game depicting battles in the Soviet Union during the drive on Moscow in October 1941. The two separate battles shown in this game are named for the main objective city on each map, Mozhaysk to the west of Moscow, and Mtsensk to the south. Perhaps the most dramatic of the many desperate battles fought in front of Moscow, these two battles combined all the elements of the great struggle. The Germans have an excellent fighting machine but are short on fuel and time. They must capture their objectives on a tight schedule or snow and mud will end their offensive. The Soviets are down to the rearward remnants of their once immense armies. If the Soviets can avoid being encircled by the fast moving German forces, high quality reinforcements from the Far East may finally allow them to stop the German advance.
Historically, the Soviets stood fast at Mozhaysk, fighting heavily even on the old Napoleonic battlefield of Borodino. Like Napoleon, the Germans eventually took the field, but at great cost in time and manpower. Near Mtsensk Guderian’s Panzer spearhead advancing north from Orel was ambushed by the Soviets thereby disrupting the German timetable. This gave the Soviet 6th Guards Rifle Division time to dig-in on the heights above Mtsensk thereby barring the way to Tula and Moscow.
Roads to Moscow uses the same mechanics found in the acclaimed Roads to Leningrad game, featuring a chit draw for activation of formations. Both players quickly learn how to use their motorized units effectively for overruns, combined arms, and movement of reserves. The game includes special rules for Soviet rocket artillery, NKVD, and self-propelled gun units, and fuel supply shortages, and much more, all without overwhelming play of the game.
Three sheets 5/8″ counters (528 total)
One 22″ x 34″ Mapsheet (front & back printed)
4 Player Aid set-up cards
1 Charts & Tables card
1 ten-sided die
DESIGNER: Vance von Borries
DEVELOPER: Mark Guttag
ART DIRECTOR: Rodger B. MacGowan
MAP & COUNTER ART: Charles Kibler
Operation Battleaxe is a quick-playing depiction of the June 1941 Allied offensive in the North African desert. The Allies possess more tanks, including the “Queen of the Desert,” the Matilda, and have mastery of the air. Crossing the Egyptian border into Libya their mission is simple: destroy the Afrika Korps, and lift the siege of Tobruk! The Axis forces in the path of the Allied advance occupy well-prepared strongpoints, and lurking somewhere behind them are the German panzers – and Rommel, “The Desert Fox.” The next three days of battle will decide the course of the war in the desert for months to come.
Utilizing a new and streamlined version of the “area-impulse” system players will experience the uncertainty of the desert battlefield. Each turn will contain a variable number of impulses, and both players will be challenged to determine whether it is better to attack first, or defend and then counter-attack. Having committed one’s infantry and armor to battle, artillery support may or may not be available. To win the Allied player must exploit his numerical edge in armor and artillery, plus airpower, to capture Axis positions and destroy German units. The Axis player must exploit his greater speed, operational flexibility and superior battlefield recovery, to recapture lost ground and destroy Allied units. Fast, furious, and chess-like, this is a game for players who love concentrated action!
Bravery in the Sand is a two-player game that covers the major part of the battle known as Operation Crusader in North Africa during World War Two. Covering the period from November 20 to December 3, 1941, players assume the roles of the Axis and Commonwealth generals to determine who will be victorious in this battle.
One player controls the Commonwealth force (British, South African, New Zealand, and Indian), and the other player the Axis force (German and Italian).
Each turn represents 2 days, and each hex represents approximately 15 miles.
Players activate formations via chit draw, and combat is of the roll-to-hit variety. Includes rules for battlefield recovery, replacements, fortifications, Rommel and more.
Anzio: The Fight For The Beachhead is a solitaire or two-player mini-game that simulates at the division level the battle of Anzio. The goal of the Anzio-Nettuno amphibious landings and the resulting so-called battle of Anzio, January – May, 1944, was to outflank the German Winter Line and open the way to Rome. A major battle of World War Two, the initial landings were unopposed. Instead, the resulting fight developed to keep the beachhead.
* Small Scale Microgame
* Only 24 Unit Counters
* Colorful Game Map 8 1/2 x 11
* Division-Level Tactical Play
* Detailed Rules Booklet
* Game Play Sheet
* Counter Sheet
* Solitaire Play Level: HIGH
~ White Dog Games
The Battle for Stalingrad lasted 200 days, from July 17, 1942 to February 2, 1943. Hitler himself had ordered the capture of the key Soviet city, and his armies were determined to carry out his orders. Opposing the German armies were the civilians and armed forces of Russia. In desperate house-to-house fighting the two sides fought, bleed, and froze in the chilling Russian winter.
The Battle For Stalingrad puts you in the rubble-strewn streets as the German forces fight through one block of the city after another. The only hope for both sides is to secure the city before they run out of blood and food.
As the game unfolds, you’ll see one section of the city after another ground into rubble by your ceaseless fighting. As the city deteriorates, the amount of supplies generated for your men decreases. Supplies are the lifeblood of your army. Without them, you cannot move or attack, and you’ll suffer higher casualties in combat.
In the end, you’ll be scrambling through the ruins, as much in search of food as the enemy.
Check out their Kickstarter: Battle for Stalingard