Interesting . Thanks Flashman.
Tigerman's Barbarossa Game now at HBG
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2 supply system is referring to the optional oil rules. The supply system in Barbarossa is in depth enough without adding another tier. So we decided to remove the oil rules.
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The advanced rules originally contained a supply system where you split supplies into infantry supplies and oil for vehicles. We deemed the system too cumbersome without any benefit to gameplay so it was axed.
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The advanced rules originally contained a supply system where you split supplies into infantry supplies and oil for vehicles. We deemed the system too cumbersome without any benefit to gameplay so it was axed.
2 supply system is referring to the optional oil rules. The supply system in Barbarossa is in depth enough without adding another tier. So we decided to remove the oil rules.
OK, I got it.
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Turn 7 of todays Barbarossa game.
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Ready for the battle of Stalingrad.
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Battle of Stalingrad on the battleboard.
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I had a chance to play a few rounds of this great game a couple of weeks ago and my initial impression was….Wow! Having played a lot of AAE 99, needless to say, this game was thick with strategy and logistics. The supply and oil vein really keeps you involved, playing out every move in your head 2 and 3 rounds in advance. I won’t lie, if the supply is removed from the game, I wouldn’t miss it, haha, does make for an interesting view of the conflict, not taking into account the real price of war.
So, many different pieces with attack and defend skills allows you to purchase just what you need to execute your actions with ferocity and accuracy. Again, the AA Europe game gives you a tank, Barbarossa gives you 3, as well as Self-Propelled and Tank Destroyers!
Overall, this game is visualy stunning, when I walked into the room, it was already set up, it took me by surprise, nice big map, lots of territories but historicaly accurate with cool font, I always say that the pictures don’t do it justice and when you see this game “In the vinyl (flesh)” you’ll agree. This game is rich, robust, and full of flavor…like a cigar! Enjoy!
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I had a chance to play a few rounds of this great game a couple of weeks ago and my initial impression was….Wow! Having played a lot of AAE 99, needless to say, this game was thick with strategy and logistics. The supply and oil vein really keeps you involved, playing out every move in your head 2 and 3 rounds in advance. I won’t lie, if the supply is removed from the game, I wouldn’t miss it, haha, does make for an interseting view of the conflict, not taking into account the real price of war.
So, many different pieces with attack and defend skills allows you to purchase just what you need to execute your actions with ferocity and accuracy. Again, the AA Europe game gives you a tank, Barbarossa gives you 3, as well as Self-Propelled and Tank Destroyers!
Overall, this game is visualy stunning, when I walked into the room, it was already set up, it took me by surprise, nice big map, lots of territories but historicaly accurate with cool font, I always say that the pictures don’t do it justice and when you see this game “In the vinyl (flesh)” you’ll agree. This game is rich, robust, and full of flavor…like a cigar! Enjoy!
The logistics are a real challenge for the axis. I have not played the Russian side yet. Finding a way to stop the axis from gaining their objectives may be just as big a challenge. In the photo, SS panzers approaching Stalingrad. They got that far into Russia by rail. Need to find a way to bomb them before they get that far.
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Yes, the rail adds a whole new aspect to AA style game play. Moving your pieces four at a time makes for a tremendous advantage.
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So no advance weapons for minor countrys and is the armor for minors in adv setup medium tanks?
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@SS:
So no advance weapons for minor countrys and is the armor for minors in adv setup medium tanks?
I made a small change in our game. The minors had the light tanks on the setup and mediums were available starting with turn two. No heavy tanks in the game for minors. I streamlined the game a little by using Italian units for all the minors. There is plenty to keep track of in the logistics department. See the brown units in the lower left of the photo.
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I am making some changes to the rules and the setups, mostly rules. One is the Minors armor units will be light tanks and not medium or heavy.
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In a number of places, I see stacks of black or blue chips with no combat unit on them or even near them. What do those represent?
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In a number of places, I see stacks of black or blue chips with no combat unit on them or even near them. What do those represent?
Those are supplies used to activate land or air units in a zone. A supply token has to be in the same zone or adjacent to it to activate that zone. Once the units in a zone are activated they may move in the combat phase or later in the non-combat phase provided they did not move in the combat phase. Of course the supplies have to be kept moving “during non-combat” which creates an interesting logistics problem. The supplies may be moved with three types of units. Trains, trucks, and air transports. The logistics are a real nightmare until you play a few games and develop a plan for getting them to the front. I think it is fun and challenging. But if you dont have a lot of patience then it may be better to play a simpler game without supply.
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Why is russia getting stomped so hard?
And why the hell would they stay in Stalingrad to -fight- it’s obvious that it’s going to be a slaughter… Retreat/withdraw/re-engage.
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Why is russia getting stomped so hard?
And why the hell would they stay in Stalingrad to -fight-Â it’s obvious that it’s going to be a slaughter…Â Retreat/withdraw/re-engage.
Dont panic Garg, its just a test game. The Russian player found out what not to do. Namely retreat and turtle up in Moscow and Stalingrad. The Russians need to sacrifice rear guard units and trade space for time. Time to reach full mobilization and accumulate offensive units.
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In a number of places, I see stacks of black or blue chips with no combat unit on them or even near them. What do those represent?
 Those are supplies used to activate land or air units in a zone. A supply token has to be in the same zone or adjacent to it to activate that zone. Once the units in a zone are activated they may move in the combat phase or later in the non-combat phase provided they did not move in the combat phase. Of course the supplies have to be kept moving “during non-combat” which creates an interesting logistics problem. The supplies may be moved with three types of units. Trains, trucks, and air transports. The logistics are a real nightmare until you play a few games and develop a plan for getting them to the front. I think it is fun and challenging. But if you dont have a lot of patience then it may be better to play a simpler game without supply.
In this post I mentioned playing a game without supply. Having thought it over I dont think that will work as the original game is structured to use the supply system. If the Germans did not have to spend a large portion of their income to keep supplies going to the front ( supplies, trains, trucks, and transport aircraft) then they could spend all their income on combat units. With the large number of units in the German setup, then the game would be terribly unbalanced.
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Dirty Russians…
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Dirty Russians…
What can I say?? Back in the day they were just REDS! Of course you probably dont remember that far back Garg.
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I am making some changes to the rules and the setups, mostly rules. One is the Minors armor units will be light tanks and not medium or heavy.
OK, this means that minors will have only light tanks? What about the rules for Generals?