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Kanev: Parachutes Across The Dnepr, September 23-26, 1943 box art

Kanev: Parachutes Across The Dnepr, September 23-26, 1943

Players

2

Time

120-360

Age

12+

Weight

2.81

Rating

6.51

Fit

Teach 2.4

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, the level of cooperation required is relatively low.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing replay value. There is deep strategic depth and room for players to improve their tactics and strategies. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Kanev: Parachutes Across the Dnepr, September 23-26, 1943 is 6. This indicates a balanced mix of luck and strategy in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. While luck does play a significant role, player strategy and decisions also have a significant influence on the game outcome.

Overview

Kanev: Parachutes Across the Dnepr, September 1943, is a war game that explores the confrontation between Soviet and German forces at the lower Dnieper river in September 1943, which featured the largest Soviet airborne offensive during World War 2. Players assume command of either army and take turns to execute their orders for their forces. In this game, units exert a zone of control around them, forcing opposing units to maneuver around them to avoid being stopped in their tracks. Engagements between units are resolved by consulting results of dice rolls modified by terrain, leadership, and other factors against charts. Airborne assaults and air support are also part and parcel of the combat. Keeping units in reserve is a strategical option, allowing players to immediately exploit breakthroughs and redeploy after battles. The game ends after a certain number of rounds. The players total up their victory points (typically for occupying strategic locations with their units) and whoever has more is the winner. Game Scale: Turn: 8 hours Hex: 1.67 km Unit: Company to Division Game Inventory: One 21" X 32" mapsheet One countersheet (200 1/2" counters) One 12 page rules booklet

Editions

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Credits

Designers

1
John Prados

Artists

3
Ina Clausen Rodger B. MacGowan Randal Thomson (II)

Publishers

3
3W (World Wide Wargames) Hobby Japan People's War Games

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