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Situation after turn 1, the big picture. The German attack in the north has bogged, but the Soviet defensive line has been blown wide open in the far south (near Kursk).
Turn 2 in the north. Don't worry- those panzer aren't OOS- only Germans have ZOC. After the infantry moves and spreads out, those Soviet rifle divisions (orange) will find themselves pocketed and eliminate OOS at the end of the turn.
Germans have achieved an unepected breakout in the south, near Kursk. Start of turn 2.
After "mopping up" pocketed and OOS Soviet units (which go away automatically at the turn end) the German infantry now need to catch up to the frontline panzer/mech divisions. Turn 2, center.
Russia is big!!!  This shot is from the central portion of the game maps, after the Soviet player's setup, but just prior to the German setup.

Drive on Moscow: Operation Typhoon, 1941 (2007)

Players
2
Best: 1, 2
Playing time
240–240 min
Age
12+
6.93
Average rating
82
Ratings
2.38/5
Weight
#15282
BGG rank
Outside top 5,000
Alternate names:Drive on Moscow
Designer:Joseph Miranda, Ty Bomba
Artist:Joe Youst, Nicolás Eskubi
Publisher:Decision Games (I)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 4.8, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity4.8
Theme5.0

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

WargameWorld War IIHexagon GridSimulationDice RollingVariable Phase Order

Overview

Drive on Moscow (DoM) is a two-player, low-to-intermediate complexity, strategic-level simulation of the final German attempt to capture the capital city of the Soviet Union late in 1941. The German player is generally on the offensive, attempting to win the game by isolating or capturing Moscow, or by seizing all the other key cities on map. The Soviet player is primarily on the defensive, but the situation also requires that he prosecute local counterattacks.

Play encompasses the period that began with the Germans launching their offensive on 1 October 1941 and ends on 7 December of the same year. By that time it had become clear the invaders had shot their bolt without achieving their objective. Play may end sooner than the historic termination time if either player concedes defeat prior to the official end of a game.

Each hexagon on the map represents 7.5 miles (12 kilometers) from side to opposite side. The units of maneuver for both sides are primarily divisions, along with some brigades and one elite super-elite regiment. The effects of the general air superiority enjoyed by the Germans throughout much of the campaign are built into the game's movement and combat rules. Each game turn represents a week. The game uses a derivation of the well received system from our boxed game Drive on Stalingrad, 2nd edition.

Game Scale: Game Turn: 1 week Hex: 7.5 miles / 12 kilometers Units: Brigades to Divisions

Game Inventory: Two 22 x 34" full color map Two dual-side printed countersheet (352 5/8" counters) One 16-page rulebook

Solitaire Playability: High Complexity Level: Low-Medium Players: 2 or more Playing Time: 4-15 hours

Players need to supply One 6-sided die

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