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Advance across the steppes. Secure victory at any cost.
The 1942 campaigns of Army Group South. The game uses the Victory in the West chit-pull system for determining the strengths of certain units and provides a limited fog of war. This is a monster game with few rules and medium complexity that provides a fun, challenging experience. A game for anyone interested in the Eastern Front of World War 2.
Fall Blau uses a modified version of the classic Operation Typhoon/Victory in the West system, which uses a randomly drawn strength chit pull for strong units to determine their combat value. The basic turn sequence is classic IGO-UGO, which consists of movement and combat, with possible attacks for mechanized units during movement. Planes are simplified through the use of Air Points.
As the campaign progresses, the Axis player is constantly hampered by supply limitations. The supply/support system is tied closely with combat and restricts the Axis player from being able to attack everywhere at once.
Each turn covers 3 days. Each scenario literally breaks battles off into smaller pieces for shorter playtime and smaller space requirements. Scale is just over 10km (6.5 miles) per hex, and basic units are divisions, with Soviet corps, brigades, and tank battalions, as needed. The Order of Battle came from various sources, largely from the works of David Glantz, and was further fine-tuned to give a reasonably accurate flow to the campaign. Three full-sized maps with two smaller extensions run from Kursk toward Baku across the diagonal. Fall Blau boasts a very accurate portrayal of the rail network at the time of these battles.
There are nine scenarios in the game: six small and three major campaigns.
Short Scenarios:
Campaign Scenarios:
Components:
Number of players: 1–6 Players
Playing Time: 30–420 Min
Ages: 14+
Ships within 48 hours · Estimated delivery Jun 24 - Jun 29
US$40
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