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Jan 28, 2026·Playthrough·01:10:02·43·Watch on YouTube

Play by Play - Inflection Point "Entry of the Tank Armies"

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Watch “Play by Play - Inflection Point "Entry of the Tank Armies",” a gameplay video on BoardGameVideo.

Description provided by Punched on YouTube:

A play by play video of the second half of the first turn of Entry of the Tank Armies. Lots of learning opportunities... Outline 0:00 Intro 1:30 Game On - 28 TC activation 33:35 16 PZ activation TBD Postscript 13 TC Activation happened in another session at the end of the day. Mostly stayed in the same area and caused step losses to themselves by making attacks at poor DRMs against the southernmost 16 Pz unit. Like the doctor said: if it hurts when you do that, don't do that. These AR differentials are brutal. I love the game system but am not liking playing the Soviets in Inflection Point; I find myself *always* wanting to play the Germans, which is not a good thing for replayability in a game. C'est la guerre. I am less interested in playing the Germans in Normandy ‘44 as well, for example, as it can be more of a grind than playing the Allies. In any event, I will solider on in hopes of finding some means of enjoying playing both sides. Perhaps I just haven't found the fun Soviet formations yet. I have played two scenarios on the Chir side, not helping much, though I remain optimistic. I see the historical validity of the ARs and the differentials but that is not translating into similar levels of fun on both sides yet for me. [Update, the Kalach 2.0b supply rules are interesting and can nerf the Germans in the large Kalach scenario in accordance with history.] In "Entry" I think the Soviet Tank Corps need to be the cavalry on the flanks, but the main effort needs to be the Rifle Divisions. Key seems to be to hold the VP hexes near Kalach and also Ostrov (B33.31). The Tank Corps can threaten MSRs and thin out the German units available to take and hold Ostrov. Fixes (why do I think this will become a long list?) 💠28 TC SNAFU did not include the -1 Crossing the Streams. Moot point as the die roll was high enough. 💠28 TC HQ was not on a road or path at the end of the initial activation, which is fixed below... 💠Needed to retcon 28 TC HQ, relocating to B44.31 so that the tank brigades maintained a safe path. 💠Found the 2.0 German Special Rules with the +1 SNAFU DRM for Germans on the 25th in "Entry", then -1 on the 26th and 27th. 💠Found the 3.0 Soviet Special Rules for SNAFU DRMs. Relevant Links Multi-Man Publishing https://mmpgamers.com/ Purchase page for Inflection Point https://mmpgamers.com/inflection-point-p-418 Battalion Combat Series Support - Rules and Game-Specific Files in PDF https://mmpgamers.com/battalion-combat-series-support-ezp-13

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Inflection Point: The Battle for Kalach and the Battle of Chir

Inflection Point: The Battle for Kalach and the Battle of Chir

2025·Dean Essig, Carl Fung

Videos
17
Creators
6

Mostly playthroughs. Inflection Point: The Battle for Kalach and the Battle of Chir is covered on BoardGameVideo.com by 2 how-to-play guides, 12 recorded sessions, and 3 unboxings.

2 - 4 players
60 - 240 min

About Inflection Point: The Battle for Kalach and the Battle of Chir, from BoardGameGeek:

Inflection Point is a Battalion Combat Series (BCS) game depicting two important but relatively unknown battles before and after Stalingrad. The Battle for Kalach was fought in July 1942 following Case Blue, the successful drive into southern Russia. Paulus' Sixth Army intended to encircle and destroy the Soviet Armies and walk into Stalingrad. The Soviets were still recovering from Operation Barbarossa the year before. The result of the battle set up the epic urban fight that was the turning point of the Eastern Front. By December 1942, the Sixth Army was trapped at Stalingrad by a more capable Red Army. In the Battle of Chir River, the Soviets looked to exploit their gains and prevent German relief operations over a portion of the Kalach battlefield. Initial success along the Chir River changed when the energetic 11th Panzer Division was thrust onto the scene. These two battles show the progression of the Red Army into an offensive army that could start fighting toe-to-toe against the invaders. For the Germans, the days of blitzkrieg successes were waning and were being put on the defensive. There was a marked inflection point around Stalingrad. The game showcases this change in quality and capability between the armies. Units famed for fighting at Stalingrad are here - 24th Panzer and 100th Jäger Divisions as well as the 62nd Army. With rules on crucial air supply that was needed to sustain the German offensive, to stubborn Soviet command in the form of Colonel Konstantin Zhuravlev, players will be able to recreate these pivotal battles. The steppes of Southern Russia are accurately depicted, with rivers, balkas, and small hills being crucial in the otherwise flat terrain. With offensive and defensive possibilities for both sides in both battles, there's tense decision making in order to win and change the fate on the Eastern Front. Scenarios: Battle for Kalach (2 maps - 10 turns) Entry of the Tank Armies (parts of 2 maps - 3 turns) Battle of Chir River (1/2 map - 10 turns) Tormosin Offensive (1/2 map - 5 turns) Attack of the Fifths (1/2 map - 4 turns)

Designers

Dean Essig, Carl Fung

Artists

Nicolás Eskubi, Dean Essig

Publisher

Multi-Man Publishing

Categories

WargameWorld War II

Mechanics

Dice RollingHex Grid
View on BoardGameGeek ›
Inflection Point: The Battle for Kalach and the Battle of Chir

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Play by Play - Inflection Point "Entry of the Tank Armies"