From: "Philippe Bruneau" Subject: Review for Crisis in the Ukraine (Centurion Games) Crisis in the Ukraine (Centurion Games) This game is an operational level game representing the Soviet Spring offensive of 1944 that resulted in the pocketing and subsequent breakout of 1st Panzer Army. 1 22'' x 34'' map, 200 counters representing HQ, corps, divisions and brigades (Soviet) versus divisions, brigades and regiments (German). 1 hex = 5.62 miles width. All units strengths are known, there are no untried units. Don't look for a setup chart, the starting positions for all units are on the counters themselves. Reinforcements have a turn # and entrance area (ie 2A, 7F). Play sequence: 1st player is Soviet -Supply -Movement (includes overruns) -HQ movement -Combat -Mechanised Movement (includes overruns) -Disruption removal 2nd player is German -Movement (includes overruns) -Combat -Mechanised Movement (includes overruns) -Disruption removal Soviet units have to be within range of an HQ to move or attack, either of which costs supply points. Mechanised units cost 1 SP/hex moved, other units 1 SP / complete move. Attacks cost 3 SP each, regardless of the number of units. Supply points received over a 12 Game turn game varies as follows: 200/100/100/40/40/40/40/40/40/60/60/60. German units are mostly regiments with receive integrity bonuses when stacked together for attack/defense. Overruns are resolved as combat, but at a cost in movement points and - 2 column shifts. Combat is standard: ATTACKER /DEFENDER ratio & column shifts for terrain effects, divisonal integrity, combined arms etc. Overruns can cause defenders to become disrupted: no action allowed until the marker is removed at the end of the owning player's turn. Thus units are thus 'out-of-action' for a full player turn. Victory conditions are quite interesting: The Soviet player earns victory points for forming the pocket as early as possible and for occupying fortified city hexes. If he has not formed a pocket by turn 7, he loses the game! The German player earns VP's by exiting units off the West map edge, with bonuses for divional integrity: all 3 regiments of an infantry division gives an extra VP on top of the 1 VP / regiment exited. Panzers get 2 VP's for integrity bonus. The game can swing wildly depending on how spendtrift the Soviet is and how gutsy the German feels. If you enjoy East Front battles, buy it. It plays in an evening and while the rules are simple (8 pages), the tactical choices are very interesting. Philippe Bruneau