Table feel
The game has a high level of direct confrontation and strategic depth. Players frequently need to react to each other's strategies. However, there is limited emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
3.38
Rating
7.43
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The game has a high level of direct confrontation and strategic depth. Players frequently need to react to each other's strategies. However, there is limited emphasis on cooperation.
The game has a high degree of variability, impactful expansions, deep strategic possibilities, and good scalability. It is moderately easy to learn, providing a solid replayability score of 7.95.
The final luck score for Roads to Moscow: Battles of Mozhaysk and Mtsensk, 1941 is 7, indicating a moderate level of luck influence in the game. Random elements have 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.
Roads to Moscow: Battles of Mozhaysk and Mtsensk, 1941 is a two-player game depicting battles in the Soviet Union during the drive on Moscow in October 1941. The two separate battles shown in this game are named for the main objective city on each map, Mozhaysk to the west of Moscow, and Mtsensk to the south. Perhaps the most dramatic of the many desperate battles fought in front of Moscow, these two battles combined all the elements of the great struggle. The Germans have an excellent fighting machine but are short on fuel and time. They must capture their objectives on a tight schedule or snow and mud will end their offensive. The Soviets are down to the rearward remnants of their once immense armies. If the Soviets can avoid being encircled by the fast moving German forces, high quality reinforcements from the Far East may finally allow them to stop the German advance. Historically, the Soviets stood fast at Mozhaysk, fighting heavily even on the old Napoleonic battlefield of Borodino. Like Napoleon, the Germans eventually took the field, but at great cost in time and manpower. Near Mtsensk Guderian’s Panzer spearhead advancing north from Orel was ambushed by the Soviets thereby disrupting the German timetable. This gave the Soviet 6th Guards Rifle Division time to dig-in on the heights above Mtsensk thereby barring the way to Tula and Moscow. Roads to Moscow uses the same mechanics found in the acclaimed Roads to Leningrad game, featuring a chit draw for activation of formations. Both players quickly learn how to use their motorized units effectively for overruns, combined arms, and movement of reserves. The game includes special rules for Soviet rocket artillery, NKVD, and self-propelled gun units, and fuel supply shortages, and much more, all without overwhelming play of the game. Game Scale: Turn: 12 hours Hex: 1.4km (Mozhaysk ), 1.2km (Mtsensk) Unit: Company to Battalion for most combat units, with Brigade & Division HQs COMPONENTS Three counter sheets (528 5/8" counters) One 22" x 34" Mapsheet (front & back printed) 4 Player Aid set-up cards 1 Charts & Tables card Rule book Play book 1 ten-sided die DESIGNER: Vance von Borries DEVELOPER: Mark Guttag ART DIRECTOR: Rodger B. MacGowan MAP & COUNTER ART: Charles Kibler (source: GMT website)
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