Battle for Stalingrad..situation end of Turn 2..

Central and Northern Sectors..

Southern and Central Sectors..


Railway Station No.2 (southern sector) and the Mamayev Kurgan (centre) have fallen to the Germans gaining two VPs...the Germans need 12 to win 2 of which have to be two of the three Volga Ferry hexes..

Losing the Kurgan a real disaster for the Soviets as it severely restricts their ability to spot for artillery bombardments..

Massive concentration of artillery support for assaulting infantry has been a big factor in contributing to German success in attacking Soviet fortified hexes albeit with very heavy casualties for the attackers..

On the other hand the Soviets have consolidated their line somewhat utilising the Heavy and Fortified structures of the inner city..they will be hard to dig out..also the Trans-Volga artillery has started to arrive in numbers.. 


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Comment by Steve Arthur on May 12, 2012 at 10:21pm

Brett..if you go with the SPI version don't forget to go to the game specific site here on CSW and download the excellent map errata hexes provided..just print them up and stick them on the existing map..the changes they represent are quite important..

Comment by Brett W Avants on May 12, 2012 at 8:49am

Hey Steve - this is great!  This really makes me want to punch my game and take it for a spin.  So Eric... is the EXCALIBUR game the one to punch instead of the original SPI version?

Comment by Steve Arthur on May 10, 2012 at 1:04am

I publicly promised on BGG a few months back that if the publishers of the reprint also released a Vassal module for same I would buy the new version..

Comment by Eric Walters on May 9, 2012 at 4:35pm

There's always the EXCALIBUR version--practically a copy of the original, but with tons of recommended fixes and notes by Don Johnson.  This is the one to own....

Comment by John Kranz on May 9, 2012 at 9:58am

Great seeing this game being played. I'm kicking myself because this is another SPI title I haven't played yet. I'd also like to finally get to playing Eric Goldberg's Kursk. My bucket list groweth...

Comment by Alan Sutton on May 9, 2012 at 4:13am

I'm quite happy. Last turn I identified the Kurgan as a vital strategic objective for turn 2. I'm pleased I managed to capture it this time around. Admittedly, my casualties were higher than they might have been. I'm just learning how to assault these horribly well defended positions. My first attack on the Kurgan this turn was almost wiped out. However, I learnt quickly and the next one gained it's objective. Now, Soviet artillery defence is severely limited which should pay dividends for me from now on.

Soviet reinforcements at the end of the turn do look strong though. As I said at the end of last turn, this game is historically accurate. The German is always wondering how he can progress against a constantly increasing number of defenders. I think the key thing is to study the situation and identify one important objective each turn and gain that. ie, have a methodical plan. Problem is, playing this for the first time, I haven't got one! The further you get into the city, the more the terrain benefits the defenders. This constantly increasing difficulty curve is another problem for VI Army.

Next turn I have to withdraw a whole division. Makes you realise the frustration of the Wehrmacht local command at Hitler's arbitrary decisions. Not withdrawing these units might make the game winnable for me. certainly easier anyway.

Anyway, still some room for strategic decisions. The southern sector in particular has been quiet...

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