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Cold War Battles 2: Pentomic Wurzburg & Kabul '79 box art

Cold War Battles 2: Pentomic Wurzburg & Kabul '79

Players

1-2

Time

?-?

Age

12+

Weight

3.33

Rating

6.56

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.

Replay value

The game Cold War Battles 2: Pentomic Wurzburg & Kabul '79 has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and adaptability to different player counts. It offers a fresh and engaging experience with room for improvement in strategy over time.

Luck profile

The final luck score for Cold War Battles 2: Pentomic Wurzburg & Kabul '79 is 6. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Cold War Battles 2: Pentomic Wurzburg & Kabul '79, (CWB2) presents a low-to-intermediate complexity operational simulation of campaigns that were fought – or that could have been fought – during that long period of military history, 1946-1989. The playing pieces represent the actual units that participated, or could have participated, in those fights. The maps represent the terrain over which those units fought or could have fought. Two games are included: Kabul ’79 (K’79), covering the Soviet seizure of the Afghan capital in that year; and Wurzburg Pentomic (WP), the Soviets versus the US in Germany in the mid-to-late 1950s. There are two players in each game. In K’79 one player controls the Soviets and the other commands the Afghans plus optional ‘what-if’ US reinforcements. In WP one player controls the Soviets, the other runs US and West German forces. Both games use a main body of shared rules, and each also has its own special instructions. Designed by Joseph Miranda. Maneuver units include: infantry, elite infantry, air assault, airmobile infantry, mechanized Infantry, armor, armored cavalry, recon, special operations, security, military police, engineers, guerillas and headquarters. Ranged artillery types include: field artillery, self-propelled artillery, assault guns, rocket artillery and air defense artillery. Most units are battalions or regiments, but the entire counter-mix has units within it as large as divisions and as small as companies. Units are one-step, with their reverse sides used to show their “untried” status. Rules cover: random events, reinforcements, bombardment, suppression, air power, air mobility, atomic weapons, paratroops, recon, screening, special forces, guerrillas, fire control and much more. Cold War Battles 2: Pentomic Wurzburg & Kabul '79 was published in Strategy & Tactics magazine #263 Jul/Aug 2010. Pentomic Wurzburg Game Scale: Game Turn : 12 hours Hex: 1 mile / 1.6 kilometers Units: Company to Brigade Kabul '79 Game Scale: Game Turn: 1 day Hex: 273 yards / 250 meters Units: Company to Brigade Game Inventory: One 22 x 34" six color mapsheet One dual-side printed countersheet (280 1/2" counters) One 16-page Cold War Battles 2 rules booklet Solitaire Playability: High Complexity Level: Medium-Low Players: 2 or more Playing Time: 2-8

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Credits

Designers

2
Ty Bomba Joseph Miranda

Artists

2
Larry Hoffman Joe Youst

Publishers

1
Decision Games (I)

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