Roads to Leningrad Review (Intermediate) It is hard for me to say anything about this game, without sounding like some kind of nut. Roads to Leningrad is one of those games...this is why I came into this hobby. If I had purchased a game like this years ago, then I would have led an unhappy life. Titles like this one are so hard to find, and I'd rather have gotten it now, than to have faced 30+ years of disappointment waiting for lightning to strike again. If you have read some of my earlier posts you might be familiar with some of the things that I like in a game. Things which might stand apart from any considerations of gameplay, but they certainly don't have anything to do with subject matter. I have come to like big counters. Now big thick counters, like those old Yaquinto things, no longer hold the same appeal for me. I don't mind if they're not double thick, but I do like them to be bigger. My eyes are getting older, and it is just easier to see and appreciate the information on a big old counter. I also like big hexes to go along with these big counters. At various conventions I have seen people use tweezers, and those things that people used to hold the burning ends of their dope with, but I just like to use my fingers. And as clumsy as I am, it is slightly less easy to knock things around when the hexes are slightly too big, than when they are slightly too small. Another thing, which I have grown fond of, is the mechanic of step reduction. I do like seeing units take a licking and keep on ticking. Maybe its the tactile sensation of turning counters over...maybe its the fact that losses are no longer all or nothing...but I have come to like this mechanic in games. If I mess up and lose a battle there may be a bit of grace in the losses. Now it must also be noted that I do not like Russian Front battles. Both sides set standards of evil that will be hard for any human being to ever exceed. Its hard for me to find a side that I'd really like to win, though the Soviets definitely come in at the lesser of two evils side in comparison to the Nazi people whose parents weren't married when they were conceived. I've also felt that in many of the games that I have played the Soviet forces have been consistently maligned. Maybe National Socialism is just sexier. You can imagine women in vinyl catsuits with SS insignia. No game that I have ever played modeled the Soviet Union's utter incompetence at the start of the war, versus their almost frightening operational prowess which they demonstrated at the end of the war. The Russian Campaign has a double impulse system, which favors the Germans and their units throughout the war. The Germans can usually move faster and further. I feel that this chart gives a little too much to those Soviet units struggling at the beginning of the war, while taking way too much away from the Soviet Army that ended the war. That being said...I love how the Soviet Army is modeled in this game. They move in slow motion. The Germans are like scalpels...able to make deep cuts and penetrations, but they tend to lack the sheer numbers to widen these various gaps. The Soviets are slow like zombies, but once they get a hold of you they will never let go. These are Soviet units from 1941, when they are getting beat up all over the place...and they can be very scary. Both of these armies feel and move slightly differently. Rather than having a mass of combat factors and similar units...both of the sides in this game are different, with asymetrical weaknesses and strengths. Oh...and the game does have big counters, big hexes, and step reduction...I already liked it. The box just looks normal and cool...it should have a pair of sunglasses on it, as if to say, "You have no idea what is included on the inside of this box. If we put that on the cover people's eyeballs would explode and juicy stuff would run out of their eye sockets onto their cheeks." One of the nice things (though it is hard to remember the various different unit capabilities...defined by silhouette, red boxes around the MP, a red attack strength, etc.)..is that these units feel distinct, and you can sometimes do different things depending on how you stack/use them. Do you put together a couple of stacks for overrunning different units...leaving your artillery unprotected? Do you protect everything, and not worry about overrunning the enemy? Putting different units together allows you to perform certain missions with ease, and how you stack will be determined by whether or not you are in a hurry...whether you are attacking or defending...whether you are trying to catch someone by surprise, or are wanting to pund them into submission? You are constantly reorganizing your units for the accomplishment of various operational objectives. This choice is further enhanced through an activation mechanic, whereby after you have pulled a chit, with your division upon it, you have to assign it an operations sequence. Mobile (good for traveling and overrunning), Assault (good for chewing someone up and preparing tooth breaking defenses), or you can pass (which can give you a chance to do things later). There is another bonus in that both sides in this game can attack and defend at different times in each scenario. The Germans attack and then defend in Soltsy, while the Soviets attack and then defend in Starya. There are more armored units and mobility in the Soltsy scenarios, while the Starya scenarios have some armor...but what you mostly have are some infantry and mobile divisions crunching each other to bits. This is a contrast to the many games where the German runs wild, and the Soviet player has to keep taking body blows like Rocky. After getting this game I also picked up Kasserine, and this is only a preliminary assessment, but I don't think that the different sides in that game are offered as many opportunities to both attack and defend. Most games seem to have one guy scrambling to defend, while the other guy chuckles and gets to attack. The tables turn in Roads to Leningrad, and both players have a chance to be scary good. The errata is...well its pretty serious for the big Starya battle. The information about the number of certain support planes was left off of the German order of battle chart. That's a fairly serious error, but can be easily fixed, if you are able to go online. I was able to read through the rules and understood them before I even got the game. This helped immeasurably. I commend GMT for producing Living Rules documents before the games have even shipped. This drums up interest, and I have P500d more than one game after checking the rules out on line. I also like being able to set the game up as soon as it arrives, because I already know the rules...and because a countersheet manifest was included in one of the rulebooks (I'm one of those guys who won't punch until he's got a copy of what he is punching). The rules are lengthy, but they feel mature. This is a further development of a system that Vance Von Borries has been working on for a number of years, and has been seen in Kasserine. It isn't necessarily earthshaking...but it is well thought out and well put together. This system could feel fiddly, but I feel that it gives a lot of power for decision making to the player. I rated this game on BoardGameGeek and gave it a 10. I've only rated Guilford Courthouse and Saratoga that high. Roads to Leningrad...that's why I got into the hobby...and it is is either the culmination of a wonderful year in gaming, or it is a stunning start to the new year! I'm very happy with this purchase! Thank you Vance Von Borries and GMT for producing this most wonderful game. Scott Shafer