Board

Newsletter

Moscow'41 Standard Edition

vMoscow41

Ventonuovo

By buying this product you can collect up to 6 loyalty points. Your cart will total 6 points that can be converted into a voucher of 0,60 €.


60,00 €

tax incl.

Formas de pago disponibles en Turol Games

More info

MOSCOW '41

Using wooden blocks and beautiful PVC stickers to provide "fog of war" and easy accounting of strength and losses, MOSCOW '41 gives both players a range of challenging decisions ... every impulse of every turn.

Moscow '41 begins right after the German capture of Smolensk in late July.

Whatever happens the rest of the campaign will decide the fate of Europe.

While focusing on the Army Group Center's drive against Moscow, the campaigns against Leningrad and kyiv are included in abstract ways that have a direct impact on gameplay.

You decide!

Product information

Moscow 41 is a complete set, including a large full color map on heavy cardstock, 64 cm x 86 cm.

Units are represented by 120 colorful, precisely cut wooden blocks and 120 PVC stickers. In addition, there are over 100 other wooden pieces used for initiative, bombers, defensive positions, information, etc.

The game box includes 2 lightly laminated Player's Guides and Installation/Information guides for the full Campaign game and three shorter scenarios.

Playtime varies between 2 hours for the Campaign and 1 hour for the shorter scenario.

The The game is most easily set up for two players, although combinations of three or four players also work. The "Fog of War" may seem like it makes solitaire difficult, but players tell us that the game is still very interesting solo and gives them the opportunity to explore different strategies.
Historical Situation

The game situation begins just after the German spearheads have established a bridgehead across the Dnieper River and captured Smolensk. As the Soviets retreat back and the rapid advance has disrupted German organization. Both armies are in chaos and the game captures this with its initial setup.

The map has positions for the starting units, but in most cases, it is not fully defined which units will go exactly on a place. The easiest example is Guderian's Armor. It has three "blocks" of units, each with a slightly different strength.

There are three different areas these units start the game in, but which unit goes to which area is decided by a random draw. random. In the larger scheme, the Soviets have a large number of independent units on the board when the game starts - some at full power and some "remnants" are a single point of strength - but capable of being built back up to full power later. late.

In a given area the Soviets will always set up one infantry and one tank.

It can be full power or a remnant... there can be 6 pips of power there , or 2 pips... or 4. It is determined randomly. The owning player will know (after the set) but his opponent will not. This means that no two Campaigns will ever be set up exactly the same way (and it means that there will never be a "perfect" or "optimal" first move for someone to discover and use over and over again). In the same way, most reinforcements enter the game randomly, through a pool of tokens.

Making the most of what you have each turn is the challenge for both players!

30 other products in the same category:

Formas de pago Turol Games