Tigerman's Barbarossa Game now at HBG

  • Sponsor '17 TripleA '11 '10

    Sorry gang, I had the current rules on BGG but the descriptions were old. Fixed that.

  • '18 '17 '16 '15 Customizer

    Thank you Variable for doing that! :-)

  • Sponsor '17 TripleA '11 '10

    @John:

    Thank you Variable for doing that! :-)

    Thank SS for getting me to take a second look!  :-D :-D


  • Russia victory after 9 turns. Germany has nothing left.

    barabossa end.jpg


  • Going to have to play alot more to figure things out. Got to get everything timed out. Russia had 53 infrantry in Moscow that defended at 6 because they drew a card for all inf defend at +2 in citys on attack on murphy’s law chart. Germany had to attack because  Russia was at 138 icp’s. So was seeing if  Russia would lose better pieces. If you roll high die numbers, the better pieces get killed first on the casualities list. Germany had a chance until the inf defended at 6. Great 2 man game. Ton of planning to do.

  • '18 '17 '16 '15 Customizer

    @SS:

    Going to have to play alot more to figure things out. Got to get everything timed out. Russia had 53 infrantry in Moscow that defended at 6 because they drew a card for all inf defend at +2 in citys on attack on murphy’s law chart. Germany had to attack because  Russia was at 138 icp’s. So was seeing if  Russia would lose better pieces. If you roll high die numbers, the better pieces get killed first on the casualities list. Germany had a chance until the inf defended at 6. Great 2 man game. Ton of planning to do.

    It really looks like a cool game. After I play Global a couple of times. I want to try this game as well as the other campaign type games. Thanks for showing your game. :-)


  • OK, I own the map and am planning to set up and play the game next week or so. Some remarks and questions:

    *Is there a d12 battleboard available for download somewhere (inlcuding all the advanced pieces)?

    • i find the weather rules a bit odd in that you roll for them every turn; i.e. you can go from summer straight to winter without ud in between (or 4 winter turns in a row wetc.). Wouldn’t it be better to have set winter and summer turns on say the even turns and on the ones in between roll for either clear/ mud and mud/snow?

  • Are there fortification and lend lease rules in this game?


  • You go to page 9 and down load the rules. Land lease is used starting on certain turn. Russia gets 8 icps per turn when activated. Forts dont remember.

  • '14

    I made the weather chart to reflect the unpredictability of the weather on the Eastern front during the war. Remember the winter snow came earlier than normal and stayed longer…also the muddy conditions after the thaw hurt the Germans.  I know that in some games the weather has played a huge factor, but this is part of the strategy the German and Russian players have to account for. The axis could wind up with awesome wether during the winter and push further into Russia or they could have 4 turns of snow and mud (6 months) that would almost be disastrous for a fast blitzkrieg.


  • Possible to change 1 rain or snow to a good in each column if Germany seems to never win. Tigerman, of all the games you played and others, what kind of wins and loses do the Allies and Axis have?

  • '14

    At first the Russians would win around turn 8-9. But or last 2 games Russia was unable to hold Leningrad and this allowed the extra help from the Fins. This gave the Axis a victory by turn 10-11. I will say if the weather isn’t good it hurts the Axis more than the Russians. One rule we added in our game that may not have made the 4.0 revision; Russia loses 5 pics for every factory lost. This helped balance the game a little more.


  • Yes thats what happen in our first game. Russia won turn 9. As I said early post of game it was key to get Leningrad early and use Finns to help. Ok will use the 5 icp russia loses for each factory rule.


  • @SS:

    Yes thats what happen in our first game. Russia won turn 9. As I said early post of game it was key to get Leningrad early and use Finns to help. Ok will use the 5 icp russia loses for each factory rule.

    Of course the fact that Russia wins, is not necessarily a bad thing as this was also the historical outcome. IMHO, the Axis should have a window of opportunity to achieve victory at a certain point and as time progresses chances of achieving this should decrease ever more.


  • Do the Germans also gain IPC’s by conquering (parts of)cities or do the numbers shown only indicate victory points?

    Secondly, why was the decision made not to attach any IPC’s to (m)any of the other territories? Now, it could well be a strategy for the Russians, so it seems,  to stack up in the cities, after all, what’s the point in defending the other areas?

    Planning on playing my first game of barbarossa next week!


  • Germany starts with 60 icp’s and then only gets 48 icp’s after every turn for the whole game and the cities are just victory points towards there goal.

    As tigerman stated ( new rule ) Germany gets 5 icp’s more for each factory they capture.


  • @SS:

    Germany starts with 60 icp’s and then only gets 48 icp’s after every turn for the whole game and the cities are just victory points towards there goal.

    As tigerman stated ( new rule ) Germany gets 5 icp’s more for each factory they capture.

    OK, that clears it up. What does surprise me though is that this way Germany is forced to actually fight in urban terrain. We all know what that led to in Stalingrad. It’s also why they avoided a direct attack on Leningrad historically.

    Is the fact that cities consist of three zones meant to represent the protracted nature of city fighting?

    As for supplies; if i get it correctly one supply point is paid for each territory out of which an attack is made rather than for each territory attacked into (as in Battle of the Bulge), correct? Thanks for the swift replies!


  • @Koningstiger:

    @SS:

    Germany starts with 60 icp’s and then only gets 48 icp’s after every turn for the whole game and the cities are just victory points towards there goal.

    As tigerman stated ( new rule ) Germany gets 5 icp’s more for each factory they capture.

    OK, that clears it up. What does surprise me though is that this way Germany is forced to actually fight in urban terrain. We all know what that led to in Stalingrad. It’s also why they avoided a direct attack on Leningrad historically.

    Is the fact that cities consist of three zones meant to represent the protracted nature of city fighting?

    YES

    As for supplies; if i get it correctly one supply point is paid for each territory out of which an attack is made rather than for each territory attacked into (as in Battle of the Bulge), correct?

    YES

    1 supply token is used for all units including supplies, being moved in a zone. ( Except naval and trains ). The supplies have to be in the zone that the units are being moved from, or in an adjacent zone. Supplies are used in the Combat Movement and Non-Combat movement sequences.

    I use supply tokens from Battle Of The Bulge Game with chips.
    You will need alot of chips

  • '14

    On the IC rule. Russia loses 5 ipcs per IC lost but the Axis do NOT get an increase of 5 ipcs per. I should have made that more clear.

  • '14

    Along with the next rule revision I will update the new advanced setup charts.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

51

Online

17.4k

Users

39.9k

Topics

1.7m

Posts