Barbarossa: Crimea, 1941-42
2010
Designed by Ed Rains, Vance von Borries
Published by GMT Games, GMT Games
GMT is proud to present Vance von Borries sixth epic game in his award winning series of East Front games, Barbarossa: Crimea. This is a two-player operational level game depicting the battles in the Crimean peninsula of the Soviet Union during 1941 and 1942. Beginning in mid-October 1941 and ending in January 1942, it completes the year 1941 in this series of the German invasion of the Soviet Union. And it includes 1942 scenarios of the continued fighting in Crimea until the historical fall of the great Soviet naval fortress Sevastopol in July 1942. COMPONENTS One 22x34 inch map (map Q) Four 11 x 17 Scenario Cards Two double-sided Soviet Set Up Cards Two Axis Set Up Cards (one double-sided) One 11x17 inch folded Chart Card with Combat Results Table, Terrain Effects Chart, movement charts, artillery and Non-Op HQ charts One 11x17 inch folded Chart Card with How to Read Units information, air combat, AA fire, interdiction effects, overrun and combat related charts One 8.5 x 11 chart card with Super-Heavy Artillery Inset Effects Table. Two Air Unit Status/Unit Rebuilding Cards (one Soviet [beige] and one Axis [gray]). Two Cards containing Scenario 3,4 and 5 Victory Conditions One 8.5 x 11 card with naval charts and tables One 8.5 x 11 Card with Turn Record track and Weather Table 740 die-cut ½ inch counters in two full counter sheets and two half counter sheets One ten-sided die THE GAME This comprehensive game system was designed at a scale for divisions but it accommodates the many independent brigades, regiments, and special battalions that were also available for this campaign. These include units for rocket artillery, heavy artillery, armored trains, assault guns, engineers, Stukas, Sturmoviks, anti-aircraft guns, waffen SS, NKVD, militia, base units, naval units, and more. You have reinforcement options to tailor your army to fight a full campaign with many historical variables. As we have indicated with each game, all games in this series share the same game mechanics. Veteran East Front Series (EFS) players will find much here that is familiar. Such mechanics include ranged artillery, air units for close support or interdiction, Soviet HQs, retreat or stand orders, weather, reaction movement, railroad movement, strategic movement, overruns, combined arms, fortifications, special supply situations, and more. Veteran players should be able to pick up game play right away, and for them we have clarified many game procedures. For those who are new to the series, examples of play will be found in the rules book as well as a Learning scenario to fully illustrate game play and some of the decision making for each battle. All games of the EFS series are built to fit together side-by-side for possible combined play. We recognize that space is at a premium for some of you, so consider that all of the eight scenarios in this game require only one map or less; yes, just one map! Newcomers should try this game as a sample of the whole series. Barbarossa: Crimea includes several special features not found with all EFS games. Since the game revolves around Sevastopol, we include a special inset map to depict in detail the fighting at that important naval fortress. Much gaming will directly involve the inset, so we have streamlined previous series rules dealing with an inset map. We have also streamlined the naval rules, effectively rebuilding them. This in turn allowed us to rebuild the Odessa scenario found with the Barbarossa: Army Group South game in this series. There, and later in Crimea, the Soviets used amphibious operations to move battle lines forward. If an amphibious operation is not going well, the Soviets could declare an Evacuation. At Sevastopol the German player will be using his super-heavy artillery, including the world s largest artillery piece, Dora, historically seen in the final game scenario. The design notes include an essay on these wonder-weapons. Barbarossa: Crimea c
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