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Stargard Solstice box art
2021 Ranked #9,786

Stargard Solstice

A World War II wargame has German and Soviet commanders fight through the Pomeranian campaign and its shifting objectives. Command chits activate headquarters, creating uncertainty over when units can move, attack, or protect vital supply routes.

Wargames Wargame World War II Chit-Pull System Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

2.38/5

Rating

8.27

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 3.9/5

High replayability

Interaction 3.7/5

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?

"Stargard Solstice: Operation Solstice and the Soviet Pomeranian Campaign 1945" is a wargame recreating the campaigns in Pomerania from 15th February - 6th March, 1945. The game starts with one of the last German offensives of 1945, ‘Operation Solstice’.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"Stargard Solstice: Operation Solstice and the Soviet Pomeranian Campaign 1945" is a wargame recreating the campaigns in Pomerania from 15th February - 6th March, 1945. The game starts with one of the last German offensives of 1945, ‘Operation Solstice’. At the beginning German General Guderian had planned a pincer move to relieve Küstrin, but Hitler wanted to save troops to retake Budapest. This resulted in changing objectives to the relief of Festung Arnswalde and trying to cut the Soviet supply route towards Küstrin. The historical objective for the Soviets was to drive the Germans out of Pomerania and thereby protect their right flank while preparing to take Küstrin and make the final thrust towards Berlin. Stargard Solstice™ is taught in 30 minutes and easy to digest yet a challenge even for the more experienced players. It is built around the same system of wargaming rules that shaped Plan West, Königsberg '45 and Army Group Narwa and utilizes a Command chit-pull system to activate HQ, which in turn allow their controlled combat units to move and attack. Game Scale: Game Turn: 2 days Hex: about 3 to about 4 km Units: Battalion to Division Game Inventory: One 23.5 x 33" (A1) full color map Two dual-side printed countersheet (286 9/16" (15mm) counters) One 16-page rulebook Two single-side printed Player Aid Cards Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 3-10 hours Note: Players will need to provide one 6-sided die for game play.

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Editions

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1
Play time
480 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Stefan Ekström

Artists

1
Stefan Ekström

Publishers

1
Three Crowns Games

Linked items

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