For the fence-sitters, this is an excellent game, straightforward and playable, in the old classics tradition. Characteristically terrific GMT components: two gorgeous maps (being space-challenged, I fold both over and can play the Barbarossa/invasion on the middle sections--equivalent of a single, standard map), three sheets of clear and functional 1/2 inch counters, rules and play books, and several well-organized player aid cards.
The game engine is a chit-pull mechanism (although the side with initiative can choose their first chit, and the Soviets can use the Stavka chit when they choose) which creates constant tension and decision-making for both sides, and a great narrative. As a solo-gamer, I particularly love this mechanism. The Axis starts with a lot of chits and the Soviets very few, but this changes with weather and over time--modeling various factors and their impact on the flow of the campaign. I particularly appreciate how simply this occurs without lots of chrome and rules complexity. On a similar note, the weather and air systems also work simply, with minimum rules overhead.
The game is described as a mini-monster which is really because, at start, there are a lot of units/counters on the map. This gets pretty congested and the high counter density makes me rue those half inters, but then remembering that this was part of the price in keeping it to two maps, I get over it. Anyway, there are lots and lots of 1-4 Soviet rifle divisions, really just speed bumps for the panzers, and a smattering of variously stronger Soviet mechanized corps--few of which exert a zone of control--and facing an avalanche of Nazi panzer and mechanized divisions, infantry corps, and still more feldgrau infantry divisions.
The Nazis smash through the frontier and bottle up those huge pockets of trapped Soviets whose greatest service is to create snags in the advancing Axis supply lines. 449
Supply in this game is also quite simple, but based upon a two-tier system which is rather unique and takes some adjusting to. An interesting addition to this is a randomly appearing logistics chit, which causes both sides to stop and assess the status of their units which greatly affects their fortunes at turn's end. The uncertainty of the next chit causes great tension--will the Soviets be able to cobble together a new line to slow the on-rushing panzers, or will the Nazis sweep around the through weakly held lines to capture cities and pocket still more Soviet troops? Combat is a simple odds-based system, with standard terrain modifiers and few others. The CRT is likewise stream-lined, retreat (and advance), exchange, one or both sides lose a step. The ebb and flow of the turn continues until the last chit is played, and a final check/attrition phase rounds out the turn.
Another very nice feature of the game is that, over time, the Soviet army transforms (through reinforcement and replacement) from masses of ineffective single divisions, to more powerful rifle armies (with ZOC), to guards' corps and armies. The Axis also gets a number of reinforcements and replacements, but is gradually depleted in the face of growing Red strength.
I haven't played far enough to see the late-war phases, but the early to mid-struggle plays out quite historically, with many opportunities to try and rewrite it along the way. By 1943 the writing is on the wall, but looking at the set-up, Red weakness and overwhelming Nazi strength in Barbarossa, <PERSON>'s over-confidence appears initially justified.
I've been playing war-games for over forty years, and have tried and enjoyed most of the campaign games--Stalingrad, Russian Campaign, Russian Front, Russia Besieged, War Without Mercy, War for the Motherland/Red Star Rising, etc... and have felt that each of them suffered in one way or another. (And for the record, I haven't generally been a fan of <PERSON> other games and currently have none.) <PERSON> describes his new game as a labor of love, which it clearly is, offering an ideal balance of size, scale, and complexity--making for an exciting and insightful gaming experience. 449