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Guderian's Blitzkrieg Ii box art

Guderian's Blitzkrieg Ii

Players

1-6

Time

?-?

Age

12+

Weight

4.38

Rating

8.15

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate interaction with a good balance between direct and strategic confrontation, requiring frequent attention to other players' actions. Limited emphasis on cooperation.

Replay value

Guderian's Blitzkrieg II offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Guderian's Blitzkrieg II has a strong replayability score of 7.94.

Luck profile

Guderian's Blitzkrieg II has a moderate level of randomness impact, where random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning, resulting in a game outcome primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Guderian's Blitzkrieg II: Depicts the German drive to capture Moscow in the fall of 1941 (Operation Typhoon) and the first Russian Winter Counteroffensive. Army Group Center during the swing period of WW2 in the East. This game covers the action from its popular predecessor Guderian's Blitzkrieg (1992), which led the way in Operational Combat System, and adds all the action from Lake Ilmen south to Voronezh from Oct. 41 and the last drives of Barbarossa until the Spring of 1943 and the preparations for Kursk. Not only does this game cover all the action in Army Group Center, it does this during the critical period of the war while the Russians are perfecting their operational craft. Additionally, players can try for Moscow in 1942 instead of going south to Stalingrad! They can do this either by a full-scale offensive or by using the actual German deception plan as in the real orders for 1942's Summer Campaign. Multiple scenarios allow players to explore this widely overlooked portion of the Eastern Front, to include Operation Mars. Game Scale: Game Turn: Half-week Hex: 5 miles / 8 Km Units: Battalion to Army 2011 Edition Game Inventory: Three 22 x 34" maps (Maps A, B & C) Four 14 x 22" maps (Maps D, E, F & 'Moscow Blow Up) Ten dual-side printed countersheets (2,800 1/2" counters) One 48-page OCS rules booklet One 24-page game specific rules booklet One 96-page scenario booklet One 24-page German Booklet One 24-page Russian Booklet Two 4-page Charts & Tables Player Aid Folders Two 6-sided dice 2001 Edition Game Inventory (from rulebook): 1x OCS Series Rulebook (v3.0) 1x Game Specific Rulebook 2x OCS Charts & Tables booklets 2x Dice (one red, one white) 3x 22x34” Maps 4x 22x14” Maps (includes Moscow Blowup) 2x 6.5x11” Player Aids (one Russian, one German) 2x 6.5x11” Player Aids (two identical common sheets) 10x 280-counter countersheets 1x 140-counter countersheet (from the box)

Editions

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Credits

Designers

1
Dean Essig

Artists

2
Nicolás Eskubi Dean Essig

Publishers

2
The Gamers Multi-Man Publishing

Linked items

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