Stalin's War - The Eastern Front 1941-45

By: GMT Games

Type: Boxed Game

Product Line: Card-Driven Games

See Other Printings & Editions

Search on Stalin's War

In-Stock, Ready to Ship

MSRP old price: $55.00

Price Reduced

Product Info

Title
Stalin's War - The Eastern Front 1941-45
Publisher
Product Line
Category
Sub-category
Author
Ted Raicer
Publish Year
2010
Dimensions
9x12x2"
NKG Part #
2147429654
MFG. Part #
GMT1005
Type
Age Range
12 Years and Up
# Players
2 Players
Game Length
240 Minutes

Description

Designed by award-winning designer Ted S. Raicer, Stalin's War is a unique Card-Driven Game (CDG) on that most-gamed of subjects, the Eastern Front in WWII. The use of CDG mechanics adapted from Paths of Glory and WW2: Barbarossa to Berlin to a hex-grid land wargame allows players to experience both the broad range of strategic and tactical options of a CDG, and the operational armored maneuvering of a typical hexagon East Front design.

The large hex map stretches from Berlin to the Urals and Murmansk to Baku , allowing the full range of strategic possibilities open to both the Axis and the Soviets. Terrain types include clear, rough, forest, swamp, mountain, desert, city, major city, fortress, river, major river (the Dnepr, Volga , Don), and rail lines. Turns are seasonal (with a special turn for June 41) running to Summer 45.

Axis units are armies (which can have up to four steps on two counters) and corps. All the panzer units are represented as corps (controlled by Panzergroup/Army Headquarters which give the Germans certain advantages in waging blitzkrieg on the Russian steppes). Soviet units are armies and fronts, along with their large (but irreplaceable) 1941 mechanized corps, and late-war Guard cavalry-mechanized corps.

As in WW2:BtB both sides have their own deck of 55 cards, subdivided into Blitz and Total War cards. Cards contain Operation Points (OPs), Replacements, and Events. Unlike PoG or WW2:BtB, OPs are not generally required to activate units for movement but are required for combat. When you declare an Operations Round you can move all units and then conduct combat for those with a combat marker. After combat mechanized units (including Soviet Guards) may Exploit, ignoring enemy Zones of Control, and creating the great pocketing battles and deep armored thrusts of these campaigns.

ZOCs in Stalin's War are "sticky." Except during Exploitation or Advance after Combat (or Combat forced retreat), you can't leave an enemy ZOC unless you leave a unit in the hex being exited OR you spend an OPS to activate that hex.

Stalin's War models the logistical constraints of this vast contest in two different ways. First, the map is marked with Logistical lines that affect the Axis ability to operate deep in the USSR (especially in 1941). And both sides are affected by the concept of Consecutive OPs rounds, where each friendly OP round taken after the first costs one additional OP from the card being played. So for example if you take two OP rounds in a row, the second will reduce a 4 OPS card played to a 3. If you take three in a row it will reduce the card played in the third round by two OPs (so a 4 would be a 2). By the 5th round you are subtracting 4 OPS, and since 5 OPS is the highest card, 6 consecutive rounds (even spread out over two turns) are not possible. In practice while taking two OPs rounds in a row will be quite common, taking 3 or more consecutive rounds will require an excellent reason (and good cards). This allows the easier play of Events and also shows the increased strain of continuous operations.

And there are plenty of Events to play, representing leaders, weapons, reinforcements, and the effects of the war on other fronts. The 1944 Warsaw Uprising, Manstein’s Backhand Blow, Stalin and Hitler’s meddling, the Battle of the Bulge, Soviet Amphibious Invasions, Airborne Corps, even Soviet mice (which nibbled through the wiring of dug-in German Panzers in the fall of 1942) are included.

Stalin's War allows players, for the first time, to combine the best of WWII operational play with the strategic depth and tactical chrome of CDG designs. A genuinely new look the most important theater of WWII, this a game both fans of CDGs and WWII “panzer pushers” will want to play again and again.

Includes:

  • 1 22" by 34" hex map
  • 368 die-cut counters
  • 110 Cards
  • Player-aid cards
  • Rulebook

The Helpful Squire

*Try asking the Helpful Squire to talk like your favourite character. Remember you're chatting with an AI assistant. Verify the responses and don't share personal data. Acceptable Use Policy

since 1997

Why Buy, Sell, or Trade with Noble Knight?

  • Trusted tabletop retailer since 1997: Nearly 30 years serving gamers worldwide.
  • 300,000+ items in stock: New, used, and out-of-print games, books, and collectibles.
  • No phantom inventory: If it's listed as in stock, it's physically on our shelves in Fitchburg, WI and ready to ship.
  • Fast, reliable shipping: One-day shipping on most orders, Free USA shipping over $149, and flat-rate shipping of $9.95 on orders under $149.
  • International-friendly service: Discounted international shipping and support for foreign currency.
  • Sell your games to us with confidence: In store or by mail, we pay any shipping costs.
  • Learn more about Buy, Sell & Trade
gamers for gamers

Cataloged and Supported by Gamers

  • Every item professionally assessed and graded: Managed by our team of tabletop gamers.
  • Decades of experience: Nearly 30 years of buying, selling, and trading across all categories.
  • Sourced from the community: Much of our inventory comes directly from gamers through our Buy–Sell–Trade program.
  • Fair offers on collections of any size: From single items to large collections, new, used and rare items. Get a quote for your collection
  • Talk to a real gamer: Connect with our team at contact@nobleknight.mom to get advice, recommendations, and real insight from fellow gamers.
  • We speak tabletop: Knowledge you can rely on, from gamers who get it.
  • Ask us anything