lew ritter - Sep 21, 2008 6:44 pm (#24639 Total: 24664) www.jerseygamers.com Storm over Stalingrad This game appeared to be very similar to the area - impulse game Turning Point Stalingrad. It centers on taking different areas of the city. The Russians bring in reinforcements via the Ferry hexes. Seizure of Mamev Guraghan is important for combat purposes. However the game centered around the use of cards. the cards offered each player a variety of advantages. For example, The Russians could play a Rubble card that doubled the TEM rating of the area. They have other special cards such as Mines that stop German movement. The Germans have bombardment cards and an Overrun card, Other cards are artillery and aerial bombardment cards, which help soften up an area without using your combat units. My favorite German card is Russian Ammo shortage, which cancels out all sorts of Russian attacks. Units may only MOVE or ATTACK fight and not both. The overrun card allows the German to move one zone AND attack. Combat is different from TP:Stalingrad. Only the attacker rolls two dice and adds in the attack factor of it's units. If they roll higher than the greatest defensive strength + TEM, then the defender takes casualty points similar to TP:Stalingrad. Attacker must have hot dice or else the combat has no effect and the attackers are spent for balance of the turn. Units can get spent and then retreated or eliminated. Many Russian units have a 0 attack factor, but a strong 8-9 defensive factor. Units become unspent at end of turn. The game is only six turns, but unlike the 2 1/2 announced play time, I think it's still a 4-6 hour game. Each turn can last at least a half hour. Players need a good variety of cards in order to beat your opponent. it is a tense game on a familiar topic. It offers a lot of strategies to consider. Should the Germans comitt all their units in an area for a strong over whelming attack or hold back some for later for movement or risk a low die roll resulting in no Russian casualties. Can the German bombardment cards reduce the Russians so that attacking units can force retreat or elim results on defenders. The Russians get many reinforcements and can often frustrate the Germans by moving units into an area just about to fall to the Germans. overall, a worthwhile game. Simple, but not simplistic.