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Airlift Stalingrad

Airlift Stalingrad

2022·Bojan Prakljacic

1 players
45 - 60 min

From BoardGameGeek

Airlift Stalingrad is a solitaire wargame that in an abstract way represents the failed operation to resupply the encircled 6th German Army and save them from destruction in Stalingrad, during the World War II. In this game, player will have to manage day-to-day airlift operations and also hold the front line against the Soviets, while working toward two possible solutions – to breakout from the encirclement or to be relieved by the Operation Winter Storm. Game Components: One large map (board) on which game is played 12 tan (or yellow ) wooden cubes representing Junkers transport planes 15 gray wooden cubes representing army groups of the 6th Army 36 Operational cards 4 Blizzard cards 4 Lull cards 1 Paulus Surrender! card 1 Disrupted token 3 Parachute supplies tokens 6 Fortification tokens 8 Soviet tokens 1 Anti-air token 4 Iron cross tokens 3 white and 1 black d6 dice 3 red d6 dice 4 yellow wooden cubes for tracking various effects 6 gray wooden cubes for tracking fuel for a Breakthrough operation 1 cloth bag (called Event bag) Cubes that are used for the event bag: 4 red 2 gray 2 tan 6 white How to win the game: You can win the game in two ways. By doing a successful roll for the Operation Winter Storm, or the Breakthrough! Order token must be either on the Operation Winter Storm or Breakthrough! Spot. In both cases weather must be Clear. In case of the Operation Winter Storm, your Fuel reserves must be 4 or higher, while for the Breakthrough! They must be 5 or higher. If all of this is true, at the end of your turn you roll 2 d6 dice. If their sum is lower than the sum of your current Morale and Food reserves, you win the game, if not you lose the game. You can only perform this roll once, but if you have any Iron cross tokens (re-rolls) you can use them, but any DRM bonus from the Operational card for that turn is not applied to this roll. Lose conditions: 1. If you don't have any planes in your Airlift pool at the end of your turn, your game is lost 2. If all of your army groups are destroyed or in Hospital, game is lost 3. If you draw Paulus Surrenders! card from the Operational deck, you immediately lose the game 4. If 3 or more of the areas of your pocket are under Soviet control, game is lost 5. If all of the Operational cards are in the discard pile and you haven't execute successful Operation Winter Storm or a Breakthrough! roll at the end of that turn, game is over 6. If you fail a roll for Operation Winter Storm or a Breakthrough!; you immediately lose the game Goring through one turn, following a turn sequence: 1. Draw one operational card 2. After you draw a card, if possible, use 2 actions from it. On the card are usually 4 possible actions you can perform for that turn. Each action is connected to each other with a line. You can only use 2 out of 4 actions, and they must be connected in orthogonal manner. For instance, you can either use top 2 connected actions, or bottom 2 connected. Or two leftmost one under another, or 2 rightmost one under another, connected. -description from designer

Airlift Stalingrad

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Airlift Stalingrad - Full playthrough with the latest rulesHow to play30:17

Airlift Stalingrad - Full playthrough with the latest rules

Bojan Prakljacic

Bojan Prakljacic

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Bojan Prakljacic
Bojan Prakljacic
1 video of this game

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About Airlift Stalingrad

From BoardGameGeek:

Airlift Stalingrad is a solitaire wargame that in an abstract way represents the failed operation to resupply the encircled 6th German Army and save them from destruction in Stalingrad, during the World War II. In this game, player will have to manage day-to-day airlift operations and also hold the front line against the Soviets, while working toward two possible solutions – to breakout from the encirclement or to be relieved by the Operation Winter Storm. Game Components: One large map (board) on which game is played 12 tan (or yellow ) wooden cubes representing Junkers transport planes 15 gray wooden cubes representing army groups of the 6th Army 36 Operational cards 4 Blizzard cards 4 Lull cards 1 Paulus Surrender! card 1 Disrupted token 3 Parachute supplies tokens 6 Fortification tokens 8 Soviet tokens 1 Anti-air token 4 Iron cross tokens 3 white and 1 black d6 dice 3 red d6 dice 4 yellow wooden cubes for tracking various effects 6 gray wooden cubes for tracking fuel for a Breakthrough operation 1 cloth bag (called Event bag) Cubes that are used for the event bag: 4 red 2 gray 2 tan 6 white How to win the game: You can win the game in two ways. By doing a successful roll for the Operation Winter Storm, or the Breakthrough! Order token must be either on the Operation Winter Storm or Breakthrough! Spot. In both cases weather must be Clear. In case of the Operation Winter Storm, your Fuel reserves must be 4 or higher, while for the Breakthrough! They must be 5 or higher. If all of this is true, at the end of your turn you roll 2 d6 dice. If their sum is lower than the sum of your current Morale and Food reserves, you win the game, if not you lose the game. You can only perform this roll once, but if you have any Iron cross tokens (re-rolls) you can use them, but any DRM bonus from the Operational card for that turn is not applied to this roll. Lose conditions: 1. If you don't have any planes in your Airlift pool at the end of your turn, your game is lost 2. If all of your army groups are destroyed or in Hospital, game is lost 3. If you draw Paulus Surrenders! card from the Operational deck, you immediately lose the game 4. If 3 or more of the areas of your pocket are under Soviet control, game is lost 5. If all of the Operational cards are in the discard pile and you haven't execute successful Operation Winter Storm or a Breakthrough! roll at the end of that turn, game is over 6. If you fail a roll for Operation Winter Storm or a Breakthrough!; you immediately lose the game Goring through one turn, following a turn sequence: 1. Draw one operational card 2. After you draw a card, if possible, use 2 actions from it. On the card are usually 4 possible actions you can perform for that turn. Each action is connected to each other with a line. You can only use 2 out of 4 actions, and they must be connected in orthogonal manner. For instance, you can either use top 2 connected actions, or bottom 2 connected. Or two leftmost one under another, or 2 rightmost one under another, connected. -description from designer

Designer

Bojan Prakljacic

Artist

Bojan Prakljacic

Categories

WargameWorld War II

Mechanics

Action SelectionSolo / Solitaire Game
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Airlift Stalingrad
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