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Campaign Setup, (after turn 1). Required table size: 5'x8'.
Winterfest XVII 2015 - Barbarossa Army Groups Center, South, and North
Full campaign scenario, end of turn 8
AGN Second Edition - contents
Army Group North 2025 Reprint (GMT Games)

Barbarossa: Army Group North, 1941 (2000)

Players
1–4
Best: 2
Playing time
300–300 min
Age
12+
8.08
Average rating
215
Ratings
4.18/5
Weight
#6615
BGG rank
Outside top 5,000
Designer:Vance von Borries, Tony Curtis
Artist:Rodger B. MacGowan, Mark Simonitch, Steven C. Bradford
Publisher:GMT Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 8.4, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity8.4
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameWorld War IIHexagon GridSimulationDice Rolling

Overview

On June 22nd, 1941, Army Group North, the smallest of the three German army groups, drives forward into the Baltic states. Its objective is Leningrad. Once the crown jewel of Czarist Russia, Leningrad is now the second most important city in the Soviet Union. Its array of ordnance factories includes the massive Kirov Tank Works that turns out most of the heavy KV-1 and KV-2 production for the Soviet Army. Loss of Leningrad would deprive the Soviets of a major population and industrial center and give the Germans the advantage of position in any drive against Moscow from the northwest.

Army Group North, short of Luftwaffe support and motorized forces, is the only army group that fails to achieve a significant encirclement at any stage of its campaign. Skillfully utilizing terrain and ruthlessly exploiting the civilian population, the Soviets construct a fortified line along the Luga River that stalls the Germans for a month until massive Luftwaffe and motorized reinforcements from Army Group Center allow a decisive breakthrough and dash for Leningrad itself. In a furious September battle, the Germans fall just short of taking Leningrad when time runs out. Operation Typhoon, the final push against Moscow, is imminent. Army Group North must give up almost all of its Luftwaffe and motorized formations. With no strike force remaining, the Germans dig in. Leningrad survives capture only to endure a brutal, epic 900 day siege.

Can you, as the Axis commander, succeed where German High Command failed? As the Soviet commander, can you repeat history and halt the Axis invaders short of Leningrad?

Game Features

Four 22" x 34" color Maps B, C, L, and W plus full sheet devoted to the Leningrad inset map One 17" x 34" color Map A (front and back printed). Double-sided Scenario Map Cards for a number of the smaller scenarios plus Rulebook, Playbook, Naval Rulebook, and several charts with game and scenario information Eight scenarios (plus the learning scenario) allow players to vary their level of involvement, complexity, and starting point (from introductory to full campaign) An asymmetrical sequence of play which highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare, detailed air rules which integrate with land combat, and weather rules Incredibly detailed Order of Battle, including artillery, rocket artillery, engineers, bridge units, armored trains, and much more Modifications to the proven East Front Barbarossa system including the revised Naval rules Extensive bibliography and design/historical notes

Time scale: 2 days per turn Map scale: 5 miles per hex Ground unit scale: Division/Regiment Air unit scale: 40-80 aircraft per counter

(from GMT website, 2nd edition)

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