Publisher: Decision Games (I)
What if Hitler had marched on Moscow again in the summer of 1942, instead of sending his armies towards the Caucasus and Stalingrad? That question is at the heart of Operation Kremlin. You and your opponent dive into a piece of history that never happened, but easily could have. It is up to you to find out how it might have ended. One of you plays the German side and goes all out on the attack. The goal is clear: capture Moscow and other important cities. The other defends as the Soviets, but does not just sit and wait. Launching a counterattack at the right moment can turn the whole battle around. The units, the reserves and the reinforcements are based on what both armies really had available in 1942, worked out in detail. Each round represents one week, and every hex on the board is about 16 kilometres across. That way you slowly get a grip on the bigger picture while you look ahead and make plans. Expect a solid evening together at the table, because a game takes around two hours. For fans of history and strategy, this is a game to sink right into.
| Aantal spelers | 2 |
| BoardGameGeek categories | Wargame, World War II |
| BoardGameGeek mechanics | Dice Rolling, Hexagon Grid, Ratio / Combat Results Table, Simulation, Zone of Control |
| Complexiteit | Familie |
| Leeftijd v.a. | 12 |
| Speeltijd | > 60 |
| Taal | Engels |
| Uitgever | Decision Games (I) |
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Only customers who bought this game can leave a review. Check the invitation in your email.
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What if Hitler had marched on Moscow again in the summer of 1942, instead of sending his armies towards the Caucasus and Stalingrad? That question is at the heart of Operation Kremlin. You and your opponent dive into a piece of history that never happened, but easily could have. It is up to you to find out how it might have ended. One of you plays the German side and goes all out on the attack. The goal is clear: capture Moscow and other important cities. The other defends as the Soviets, but does not just sit and wait. Launching a counterattack at the right moment can turn the whole battle around. The units, the reserves and the reinforcements are based on what both armies really had available in 1942, worked out in detail. Each round represents one week, and every hex on the board is about 16 kilometres across. That way you slowly get a grip on the bigger picture while you look ahead and make plans. Expect a solid evening together at the table, because a game takes around two hours. For fans of history and strategy, this is a game to sink right into.
| Aantal spelers | 2 |
| BoardGameGeek categories | Wargame, World War II |
| BoardGameGeek mechanics | Dice Rolling, Hexagon Grid, Ratio / Combat Results Table, Simulation, Zone of Control |
| Complexiteit | Familie |
| Leeftijd v.a. | 12 |
| Speeltijd | > 60 |
| Taal | Engels |
| Uitgever | Decision Games (I) |
There are no reviews yet.
Only customers who bought this game can leave a review. Check the invitation in your email.