206 Open Daily games
1 Open Realtime game
  • Status: Retired
  • Version: 15.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 9.25 out of 10 [4 ratings]
  • Difficulty: Advanced
  • Created Date: 9th Aug 2019
  • Release Date: 30th Jul 2012
  • Games Played: 0

Design Information
Territories 96
Continents 15
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Panther
T34
Messerschmitt
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Germans von Manstein W 0 Default
2 Russians Rokossovsky 0 Default

Board Description

Kursk

wikilink http://www.wargear.net/wiki/doku.php?id=boards:kursk:kursk

It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front.

The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force.

Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range.

Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8.

Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage.

Air units attack at +35% to hit and are -30% for the defense to shoot down.

Maximum number of attack orders - set to 30 orders.

Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3).

Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by.

Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport.

Germany begins the game with a wildcard to almost gaurantee a set on turn3.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves3
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn30
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory40
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Player25
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 96
Continents 15
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Tigers
T34
Messerschmitt
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Germans von Manstein W 0 Default
2 Russians Rokossovsky 0 Default

Board Description

Kursk

wikilink http://www.wargear.net/wiki/doku.php?id=boards:kursk:kursk

It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front.

The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force.

Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range.

Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8.

Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage.

Air units attack at +35% to hit and are -30% for the defense to shoot down.

Maximum number of attack orders - set to 30 orders.

Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3).

Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by.

Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport.

Germany begins the game with a wildcard to almost gaurantee a set on turn3.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves3
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn30
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory40
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionSeats
Number of units per Player25
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsSeats

Design Information
Territories 96
Continents 15
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Panzers
T34s
Messerschmitt
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Germans von Manstein W 0 Default
2 Russians Rokossovsky 0 Default

Board Description

Kursk

Factory Placement

wikilink http://www.wargear.net/wiki/doku.php?id=boards:kursk:kursk

It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front.

The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force.

Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range.

Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8. These numbers are slightly less for 2v2 team play.

Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage.

Air units attack at +35% to hit and are -30% for the defense to shoot down.

Maximum number of attack orders - set to 30 orders.

Reinforced Units can attack same turn - this is allowed on the 3 fortifies per turn

Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3).

Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by.

Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport.

Germany begins the game with a wildcard to almost gaurantee a set on turn3.

Factory place/reinforce scenario:

In this scenario, placement only can occur on factory locations and Airports. Furthermore, cities provide a factory bonus which generates at the start of each turn.

Russia can also place on the city of Voronezh in the far east of the map. Supply lines are vital.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves3
Allow reinforced units to attack in the same roundOn
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn30
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory40
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Player25
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 96
Continents 15
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Panther
T-34
Messerschmitt 109
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Germans von Manstein W 0 Default
2 Russians Rokossovsky 0 Default

Board Description

Kursk

Limited Orders

wikilink http://www.wargear.net/wiki/doku.php?id=boards:kursk:kursk

It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front.

The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force.

Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range.

Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8.

Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage.

Air units attack at +35% to hit and are -30% for the defense to shoot down.

Maximum number of attack orders - set to 12 orders for the limited order scenario. That combined with 5 pre-transfers effectively gives the player 17 chances to move their units per turn.

Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3).

Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by.

Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport.

Germany begins the game with a wildcard to almost gaurantee a set on turn3.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves5
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn12
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory40
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Player25
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 96
Continents 15
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Panther
T-34
Messerschmitt 109
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Germans von Manstein W 0 Default
2 Russians Rokossovsky 0 Default

Board Description

Kursk

Limited Orders

wikilink http://www.wargear.net/wiki/doku.php?id=boards:kursk:kursk

It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front.

The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force.

Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range.

Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8.

Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage.

Air units attack at +35% to hit and are -30% for the defense to shoot down.

Maximum number of attack orders - set to 12 orders for the limited order scenario. That combined with 5 pre-transfers effectively gives the player 17 chances to move their units per turn.

Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3).

Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by.

Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport.

Germany begins the game with a wildcard to almost gaurantee a set on turn3.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves5
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn12
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory40
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionSeats
Number of units per Player25
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsSeats

Design Information
Territories 96
Continents 15
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay
Available Players
4
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Panzers
T34
Messerschmitt
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 von Manstein Germans W 0 Default
2 Vatutin Russians 0 Default
3 Model Germans W 0 Default
4 Rokossovsky Russians 0 Default

Board Description

Kursk

Teams 2v2

wikilink http://www.wargear.net/wiki/doku.php?id=boards:kursk:kursk

It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front.

The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force.

Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range.

Max unit counts for all locations is 25 with the following exceptions - range territories 30, cities 35, airports 5 or 8.

Border Mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage.

Air units attack at +35% to hit and are -30% for the defense to shoot down.

Maximum number of attack orders - set to 30 orders.

Reinforced Units can attack same turn - this is allowed on the 2 fortifies per turn

Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3).

Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by.

Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport.

Germany begins the game with a wildcard to almost gaurantee a set on turn3.

The Team version has both forces split into roughly 2 allied groups, the divider being north to south.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves2
Allow reinforced units to attack in the same roundOn
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn15
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory35
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionSeats
Number of units per Player10
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsSeats