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Barbarossa: Army Group Center, 1941 2nd Edition (2022)

This is one of a very popular series of games from GMT covering the first months of the invasion of the USSR; units are battalions through divisions, hexes are about 5 miles, and turns are two days. The system encompasses (as of 6/2001) Barbarossa: Army Group North (2000), Barbarossa: Army Group Center (1998), and Barbarossa: Army Group South (1996). Typhoon! (1995) is the progenitor of these games, and its system is quite similar, but it is unfortunately subtly incompatible with the later games.

While not simple, these games are also not overly complex and present an excellent simulation of the early war. Most of the details of the campaigns are covered in a playable manner. Perhaps the most obviously interesting detail is the sequence of play, which is asymmetrical to account for the difficulties the Soviets labored under. Make no mistake, the Soviets are going to take a lot of abuse, but this is no walkover for the Germans and both sides are interesting to play.

Game Features
Eight scenarios allow players to vary their level of involvement, complexity, and starting point, from introductory to full campaign
An asymmetrical sequence of play that highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare. This includes a “non-op” Soviet HQ system to simulate the rigid, yet fragile, Soviet Command structure
Detailed air rules which integrate with land combat and weather rules
Incredibly detailed Order of Battle, including special coverage of artillery, rocket artillery, engineers, bridge units, armored trains, and much more
Modifications to the proven “EFS” include many revised rules and procedures, as well as new Order of Battle information
Extensive bibliography and design/historical notes

    
TIME SCALE     2 days per turn
MAP SCALE     5 miles per hex
GROUND UNIT SCALE     Division/Regiment
AIR UNIT SCALE     40-80 aircraft per counter
NUMBER OF PLAYERS     One to four