William Terdoslavich - Jul 22, 2009 10:33 am (#29871 Total: 29926) I'm in print again--seven contributing chapters in "It Looked Good On Paper, another three in "Haunting Museums". Re: Storm over Stalingrad. First impression: a very good game, but I'm left a bit unsure about it as a simulation. More on that later. Britt described it well: "it plays clean." We were off and running in no time. Set-up was made intuitive by printing game turn or start space on the pieces. I did find fault with the print job in one respect: area letters were red, but were not distinct enough against the background. I am partially color blind, so this was a minor annoyance during set-up. I really had to look for those letters. But that was outweighed by ease of play. Storm over Stalingrad is one bigass sequencing puzzle. You really have to figure out the order of attacks and moves, as each action flips the piece over, rendering it useless for the remainder of the turn. Card play is well linked to the game. Cards represent tactics or supporting elements that were present at the battle: artillery barrages, air support, engineers, minefields, snipers and the like. This added chrome to the game with a "tap", making for variation without game-stopping exceptions. Where I find myself taking issue is with the simulation aspect. I would describe my objection more as a caveat, which may be dispelled by further play. There is a mechanic that allows you to mass fire into an adjacent area. Britt used this well to deliver 'stand-off attacks" that basically wore down the Russian defenders so that the "second wave" of German attackers could then take the space. Historically, urban combat in WWII was very nasty and bloody. Britt only lost two German units while squeezing out his win. I cannot object to good play, and the rules allowed it. But it doesn't square with what I know about the battle. Divisions were worn down to the size of regiments by the time major areas of the city were cleared out. So long as the Germans maintained something like "divisional integrity", they could deliver nasty standoff attacks into some dense spaces. German losses were thus kept to a minimum. (Historically, the Russians suffered 90 percent losses defending the city, so a high dead pile was expected.) This analysis does leave some room for doubt. I only played this game once. I could have played it differently, concentrating Soviet assets for spoiling counter-attacks to throw the German off-balance. I also could have drip-fed the defense units into contested areas to force the Germans to expend more resources taking spaces. In this game, time is a resource. A stubborn Soviet defense could leave no more than two counters left on the board by the end of turn 7. But if they are in the spaces the Germans have to take, Russia wins. And that is what makes Storm over Stalingrad a good game. I am more than willing to play this one again. For all I know, my "objections" are probably wrong, but only replay can prove it. As for the game played last night, I managed to retake and hold Mamayev Kurgan until turn 6, thus adding a tactical card to the Russian hand. But I gave up the flanks too easily. Thinking I could surrender ground to improve concentration, I let Britt get into some valuable spaces too easily. I didn't grasp the meaning of time until halfway through the game, using drip-fed cannon fodder to deny the Germans a key space on my right flank they needed to concentrate for a final push on the river bank. By game's end, I had one unit left in each of the two remaining riverfront spaces, each with a ferry landing. Britt successfully killed the last unit with his last activation to snare one of the two spaces, thus negating the Soviet victory condition and winning the game.