STOP READING :
(1) If You think this is a memoir of a veteran about the Russian Front in WW2.
(2) If you can’t accept new mechanics in wargaming. Thinking that 3:1 odds is still the best bet in a die roll. (or for that matter nowadays, in a single card.)
(3) If you feel that a 3:1 odds ( or whatever) die roll against Stalingrad is sufficient to entertain you. (Been there done that......yap, I’ve played a East Front Game already.....)
(4) If you feel that a Russian Front Battle that ranges from 1941 to 1944 CAN and/or SHOULD be completed in an evening casual gaming time. (3 to 4 hours? Maybe?)
(5) If you feel that wargames that takes more than 48 hours to play is not your cup of tea anymore. (I can understand that, I have a job and family too.)
(6) If you like to make conclusions about a wargame after half a play (incomplete....say, only play for 3 turns or so.)
(7) If you need a full explanation/run-down on the rules. (I’m just gonna touch on some parts of it.)
(8) Lastly, which I personally holds true : If you feel that this game is unbalanced for whatever reasons. (don’t blame it on the die roll, on your tactics, on the rail counters, on the ships, planes, weather, replacements and most importantly...about it being historical in gameplay........) I’m not here to argue about it.
The Rules
(1) One of the cleanest rules explanation of its time even till now. A basic 4 page rules for beginners and another 12 pages or so for Advanced game rules. IMO, the Advanced rules is the best way to play and enjoy the intricacies of the game. With the revised version, the rules are even clearer than daylight. If you can play ASL, this is nothing.....(in my case, if I can read and Play FFG games, this rules set is pretty much appreciated.)
The Counters
(1) It can’t be compared to what GMT/MMP/LnL churns out nowadays. Dated? Agreed. Functionality? Still excellent and colourful. One look and you know exactly where your units are. Even for the Russians, the Light/Dark Browns and Reds still gives you the feeling of the ‘RED HORDE’ that is so Russian.
(2) Comes in Standard notation. Attack-Defense-Movement factors. 993
Repeated but with variations. So it can’t be any more complex or simple.
The Map
(1) Colourful by standards then. But not overly bright till it blinds you.
(2) Yap, its a Hex and counter game.
(3) Does not merge the counters into its background. ‘Matt’ counters on semi glossed map. Couldn’t ask for more.
(4) Nicely done with borders well delineated. Fortress, Cities, Towns, Oil fields, ports, rail lines, etc, are well depicted on the map.
(5) 4 folded mapboards butted together to form the whole Russian front. From Finland (lower part) to the Black Sea. From Poland to the Volga (and a little beyond). The whole map no larger than the standard GMT paper maps.
The Game Play in a Nut Shell
(1) Its an IGO-UGO game.
(2) Move your units.
(3) Battle occurs IN the HEX if occupied by both sides. Original owner of the Hex is the Defender, of course. ZOCs are negated immediately when there are units engaged on both sides. (this is an important rule)
(4) Fight from Air battle phase, to Sea battle phase, to Land battle phase. Cumulating the factors with any surviving units from phase to phase. (Air+Sea+Land factors all added up if you win all the way) Battle is 1 VS 1, unless cumulated down the phases.
(5) There are NO losers or winners. It depends on whether you want to fight some more OR was forced to retreat. (Especially so if due to unit elimination.) If you think you can take it....feel free to take another round.....
(6) Do your retreats if any. Return your supporting units (Air/Naval units)
(7) Exploitation moves by tank/panzer units. (Plus reserve units if any)
(8) Other player does the above again.
My Opinion
(1) Is there any game out there that is better than RF? .........Maybe, But I’ve yet to appreciate them at similar levels as RF. 993