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Dec 12, 2023·How to play·21:22·0·Watch on YouTube

The Moscow Campaign - Strike and Counterstrike - Setup and Brief Rules Explanation

Aaron Plays

Aaron Plays

Watch “The Moscow Campaign - Strike and Counterstrike - Setup and Brief Rules Explanation,” a how-to-play guide on BoardGameVideo.

Description provided by Aaron Plays on YouTube:

The Moscow Campaign - Strike and Counter Strike. I plan to play the first scenario, which is eight turns long, to see how it plays and if I want to invest more time to this title. This is where the campaign truly begins. After revisiting the game that introduced me to the world of board wargaming back in 1977, it's time to prepare for battle. In this episode I set up both the German and Soviet forces according to the historical campaign scenario and explain the key mechanics before the first turn begins. Because I'm playing solo, I first deploy the Soviet defenders exactly as the rules require. Only once the Soviet positions are fixed do I switch hats and study the battlefield from the German perspective, developing a plan of attack based on what lies ahead. This episode also contains a fair amount of rules discussion, making it a useful starting point if you're interested in learning how The Moscow Campaign: Strike and Counterstrike, Russia 1941 works before the action begins. In this episode: 🎯 Complete campaign setup for both armies. 🎯 Overview of the game's core mechanics. 🎯 Discussion of the opening strategic situation. 🎯 Developing the German operational plan after the Soviet deployment is complete. 🎯 Preparing for the opening offensive towards Moscow. Originally published by SPI in 1972, The Moscow Campaign remains one of the classic operational World War II wargames. Although its mechanics reflect its era, it still provides fascinating strategic decisions and an enjoyable solo experience over fifty years later. Have you ever played this classic? How would you approach the German offensive, or would you adopt a different strategy altogether? Let me know in the comments. If you enjoy classic hex-and-counter wargames, historical strategy, and solo playthroughs, I'd really appreciate you subscribing to the channel and joining me for the rest of this campaign. #TheMoscowCampaign #SPI #BoardWargames #HexAndCounter #WorldWarII #OperationTyphoon #Moscow1941 #HistoricalWargaming #SoloWargaming #AaronPlays

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The Moscow Campaign: Strike and Counterstrike Russia, 1941

The Moscow Campaign: Strike and Counterstrike Russia, 1941

1972·Jim Dunnigan

2 players
120 min
Medium weight: Teach it in one sitting

About The Moscow Campaign: Strike and Counterstrike Russia, 1941, from BoardGameGeek:

The Moscow Campaign; Strike and Counterstrike Russia, 1941, is the successor to SPI's earlier treatment of roughly the same events, The Battle of Moscow (originally published in Strategy & Tactics magazine #24). The Moscow Campaign covers the final German drives on the Russian capital and the first Soviet counteroffensive. The scale is 6 miles per hex and three days per turn. Units (blue Germans and brown Soviets) are predominantly divisions. The Soviets have a few corps, and some German mechanized divisions are replaced by kampfgruppen if eliminated in combat. Though they have "historical" designations, the formations are pretty generic. They display combat factors, movement allowances and NATO symbols. Most formidable are the German 6-8 panzer divisions; most common are the lowly Soviet 1-4 infantry. Games can begin as early as September 30, 1941, and end as late as December 31st. A variety of starting points, ending points and German orders of battle produce 24 scenarios, four lasting all 31 turns, the rest - centered on the German offensives in early October and late November and the Soviet riposte at the end of the year - 8 turns each. The four-color map is functional though not an aesthetic gem. It shows cities, rivers, railroads, forests, swamps, lakes, Soviet fortifications and scenario start lines. Players alternate turns, each having a movement phase, combat phase and second movement phase for mechanized units. Zones of control are "semi-active" (requiring extra movement points to enter or leave but not mandating combat between adjacent enemies). The stacking limit is three units of any size per hex. The Combat Results Table has the classic Eliminate, Exchange, Retreat outcomes. Overruns during movement are also possible, though they require 11 to 1 odds. Germans must trace supply lines to railroads that have been converted by Eisenbahn Bautruppen, Soviets to unconverted rail lines that run to the north, south or east of the map. Lack of supply halves movement and combat factors but doesn't, by itself, result in elimination. Weather changes historically. Rain, mud and full winter successively erode movement allowances and combat strengths. There are no air or command rules. Victory points are awarded for destroying enemy units and for geographical objectives (possession of Moscow for either side, proximity to Moscow for the Germans, pushing units west of the start line for the Soviets). When published, this was one of SPI's largest and most sophisticated games. Game Scale: Game Turn: 2 days Hex: 6 miles / 9.6 kilometers Units: Brigade to Corps Game Inventory: One 22 x 34" four-color mapsheet One single-side printed countersheet (400 1/2" counters) One 10-page foldout Moscow Campaign folder One 6-sided die Solitaire Suitability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 2-4 hours

Designer

Jim Dunnigan

Artist

Redmond Aksel Simonsen

Publisher

SPI (Simulations Publications, Inc.)

Categories

WargameWorld War II

Mechanics

Dice RollingGrid Movement
View on BoardGameGeek ›
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The Moscow Campaign - Strike and Counterstrike - Setup and Brief Rules Explanation