Tigerman's Barbarossa Game now at HBG

  • '10

    Russia will need to build up fast!

    IMAG0020.JPG


  • That looks like my setup!!!  LOL  Let us know how it goes.


  • Do you have to have plexiglass for the map?Is the image on the vinyl durable?Interested in this game


  • i have A&a 1941,1940 se and europe.Would that be enough pieces to play?

  • '10

    @sturmmorser2000:

    Do you have to have plexiglass for the map?Is the image on the vinyl durable?Interested in this game

    The map should be very durable. The plexiglass helps to hold any map from moving and flattens out any curling in paper or vinyl. It also gives you a hard flat surface so your units will stand up better. No more valleys like the folding maps have.

  • '10

    @sturmmorser2000:

    i have A&a 1941,1940 se and europe.Would that be enough pieces to play?

    You could play a very basic game. You can use Italian units if you have them for all the axis minors. For the advanced game you will need supply tokens, trucks, transport aircraft, heavy tanks, SP artillery, tank destroyers, 12 sided dice and aircraft movement tokens. Also play money if you dont want to keep track of IPCs with paper and pencil.

  • '10

    It is obvious that all Russian border units will be wiped out on the first turn. So during the Russian combat movement phase can they pull out or are they locked into combat once the axis has moved into their zone? I am thinking the Russians cannot pull out until the retreat phase of the second round of combat. (If there are any survivors) I asked this question here so that others can see the answer.

    IMAG0013.JPG

  • Customizer

    Looks very interesting.

    “Tall Paul”

  • '10

    I was thinking that there would be more interest in this game. I have been seeing posts dating back several years by members wanting a Russian front game. I do not see much activity on BGG either. Where are all the players that expressed interest in this type of game?


  • I will say something…

    That map has too many territories and too many pieces. It looks too crowded. It looks like it would take 2 hours just to roll out the battles and that 2/3 of the pieces are gone on turn 1.

    That does not look fun to play and for those reasons i summarize, people were not looking in that direction for an eastern front style game.

    Just being candid, my map/game is not better. It has to look like something larry would design, and he always goes for simple maps.

  • '10

    @Imperious:

    I will say something…

    That map has too many territories and too many pieces. It looks too crowded. It looks like it would take 2 hours just to roll out the battles and that 2/3 of the pieces are gone on turn 1.

    That does not look fun to play and for those reasons i summarize, people were not looking in that direction for an eastern front style game.

    Just being candid, my map/game is not better. It has to look like something larry would design, and he always goes for simple maps.

    I intend to find out when we play our first game this coming thursday. My first thoughts when setting this game up were that the map probably needs to be 50 % larger. The zones on the Russian border are very crowded. The first turn will take more time than most of the others. There will be details to work out or house rule. We will start do find these when we play the first game.

  • '14

    @Fishmoto37:

    It is obvious that all Russian border units will be wiped out on the first turn. So during the Russian combat movement phase can they pull out or are they locked into combat once the axis has moved into their zone? I am thinking the Russians cannot pull out until the retreat phase of the second round of combat. (If there are any survivors) I asked this question here so that others can see the answer.

    When a side attacks the battle is rolled out until one side is destroyed or the attackers retreat. The defender can retreat after the attacker rolls but with no defending roll. Also I see a need that if the defender retreats during a battle that those units cannot move for the remainder of the turn. Simulate moral loss.  I hope this answers your question! sorry for not getting back to you sooner.

  • '14

    The zones are crowded in the beginning but it thins out as the game progrsses….I think we are all use to that, lol.  I tend to lean towards epic games and that may be my downfall. I can understand how the sheer # of units used may turn off some players. We have had some feed back on the game and are in the process of making some really good revisions to help the game progress smooth and hopefully cut off some time.  I love games that take 5-6 hours !!!  Thats just me!!


  • The main concern is the total piece density should not change from turn to turn. Lets say you start with 1,000 pieces and on turn two, this shrinks to 500 and 200 on turn three.

    Larry’s games design usually maintain the number and this total is much lower to start. It makes for a manageable game with just enough pieces to keep a front expanding or contracting.

    The map itself has strong colors when it should be more subdued. Also, the cartography is not too good ( just my opinion). It needs to be more accurate. The font looks fine however.

    Also, the chits for attacks makes for tedious planning and probably does not make the game more fun. I used these systems and regret them.

    If you could just make it more like something Larry would put out, you would benefit. It just has to look fun to play. To me it looks “complicated” and messy. You probably want to ghost the setup on the map to make it easier to set up.


  • It might be better if the supply tokens/rules were left out to make it flow better.

  • '14

    My opinion in any game when it comes to the rules is: As long as both sides agree, add or subtract any rule you want. If you don’t want to play with the supplies, then don’t. It will however change the gameplay some.  Thanks IL on your critic.  Do you have a map or are you just looking at the pictures posted?

  • '10

    This is the situation after the first complete turn. Just about all the Russian border units are wiped out. Four turn session 01/03/13. We are using an advanced setup with trucks and supply tokens. The Russian player has set up rear guard blockers for turn two.

    IMAG0001.JPG

  • '10

    This is the situation at the end of turn four. The tank with the flag in the center represents a rather large German army group located off the map. When I did a second setup for this game I decided to streamline the minor axis units and I used Italian units for all. They will be mixed with the Germans after a few turns anyway. But we have to be careful with the minors in the battles because a lot of them have different attack and defense values than the Germans.

    IMAG0012.JPG

  • '10

    You will notice in this photo that the Luftwaffe is located in rear areas. The rear guard blockers that the Russians were using to trade space for time were easy to run over with just ground units. I wanted to capture some Russian airfields before I moved the planes up anyway. The weather during turn 3 happened to be snow so all the planes not on airfields were grounded anyway. This saved me a lot of supply tokens because every zone that is activated with planes in it costs 2 supply tokens in addition to the 1 token to activate the land units. This game is going to require a lot of thought to keep units supplied. Much more so than the BotB game.

    IMAG0016.JPG

  • Sponsor '17 TripleA '11 '10

    We have some new files up on BGG for this game. Reworked the rules a bit. Updated Basic Setup chart to reflect rules changes. Added the Advanced Setup Chart. All should now be version 2.1.

    Let us know how everything is!

    http://boardgamegeek.com/boardgame/133549/operation-barbarossa

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