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Land Without End: The Barbarossa Campaign, 1941 box art
2007 Ranked #20,982

Land Without End: The Barbarossa Campaign, 1941

A strategic historical wargame has one side seize key cities while the other defends and launches counterattacks across an invasion campaign. An early offensive collapse can end the conflict, while supply and key defensive lines shape the struggle.

Wargames Wargame World War II Hexagon Grid Ratio / Combat Results Table

Players

2

Play time

Not listed

Age

12+

Complexity

3/5

Rating

5.82

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 2.3/5

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 4.8/5

Deep strategy

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How it plays

How does it play?

From Decision Games website: Land Without End: The Barbarossa Campaign, 1941 is a two-player, low-to-intermediate complexity, strategic-level simulation of the German attempt to conquer the Soviet Union in 1941.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

From Decision Games website: Land Without End: The Barbarossa Campaign, 1941 is a two-player, low-to-intermediate complexity, strategic-level simulation of the German attempt to conquer the Soviet Union in 1941. The German player is on the offensive, attempting to win the game by rapidly seizing key cities. The Soviet player is primarily on the defensive, but the situation also requires he prosecute counterattacks throughout much of the game. Game play encompasses the period that began with the Germans launching their attack on 22 June 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 objectives. The game may end sooner than the historic termination time if the German player is able to advance so quickly he causes the overall political, socio-economic and military collapse of the Soviet Union. Each hexagon on the map represents approximately 20 miles (32 km) from side to opposite side. The units of maneuver for both sides are primarily divisions, along with Axis-satellite and Soviet corps (and one army) of various types. The effects of the general air superiority enjoyed by the Germans throughout the campaign are built into the movement and combat rules. Each game turn represents one week. Players familiar with other strategic-level east front designs will note the unique aspects of LWE lie in its rules governing the treatment of supply, the capture of Moscow, and the Stalin line. Contents: Rules booklet Player Aid cards 700 Die cut counters 1 34" x 22" Map 1 Die Storage bags

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Editions

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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1–2
Age
12+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Ty Bomba

Artists

1
Nicolás Eskubi

Publishers

1
Decision Games (I)

Linked items

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