allboardgames.com
Hitler's War box art
1981 Ranked #6,326

Hitler's War

A strategic World War Two game where players direct war production, research, air power, naval operations, and invasions across Europe. Government-level choices matter as much as battlefield moves, forcing each side to choose how it will pursue victory.

Wargames Economic Wargame Grid Movement Hexagon Grid

Players

2-3

Play time

Not listed

Age

12+

Complexity

2.97/5

Rating

6.29

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The game examines the war in Europe at several levels. Operation Barbarossa concentrates on the great ground struggle waged for four long years between Stalingrad and Berlin.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The game examines the war in Europe at several levels. Operation Barbarossa concentrates on the great ground struggle waged for four long years between Stalingrad and Berlin. The Fall of Germany begins at the eve of the great amphibious invasion of France and expands the war into the West. The War for Europe completes the picture with an examination of the entire 6 years of war in all of its ramifications. Great fleets of bombers may be launched towards enemy targets; swift Axis raiders joined by their deadly brethren, the U-Boat, can attempt to break the British supply line with America; mighty armadas may sail to challenge, in combat, for control of the seas, and much more. But Hitler's War does not limit one to just the kind of tactical or strategic decisions normally expected from a wargame. The great choices that faced each government must also be solved. Questions relating to war direction, production priorities, and research allotments become as important to ultimate victory as when to invade Russia or how much force will be needed to overrun France. Should the Allies attempt victory through airpower ? How much should the Axis invest in large mechanized armies versus the construction of U-boats ? And who could build the atomic bomb first ? (from the back of Avalon Hill edition box:) Contents: 260 1/2-inch counters 1 16" x 22" mounted mapboard 1 rules booklet 3 8" x 13" player aid cards 1 six-sided die Time Scale: three turns per year Map Scale: ca. 300 km per hex Players: two or three (varies with scenario) Playing Time: from 1 and 1/2 hours for the first scenario to 5 hours for an entire campaign Solitaire Playability : High Complexity: medium

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Unverified shopping references

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–3
Best with
2–3
Play time
300 min
Age
12+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Keith Gross

Artists

4
Jeff Boobar Trace Hallowell Bob Haynes Norman Royal

Publishers

2
The Avalon Hill Game Co Metagaming

Linked items

No published linked games yet.