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In the Pipeline

The following games are under active consideration here at Against the Odds and may appear in future issues. If any of them particularly interest you, you can vote for them below. You need to be logged in to your ATO account to vote. Don't have an account yet? Set one up now, no purchase required!

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Votes cast: Current total is 758

(NEW) A7V - The Moving Fortress

(3 votes)

A7V is a tactical game depicting the first large scale use of Germany's A7V heavy tanks ("Sturmpanzerwagen") during the battle for Villers-Bretonneux, April 24-25, 1918. While their major Spring offensive, Operation Michael, had clearly failed by late March, 1918, the Germans were still fixated on capturing Amiens, a British\French occupied city and an absolutely vital rail junction for the Allies. The German plan was to seize Villers-Bretonneux, Cachy, and the high ground north of Gentelles. The hope was this would allow German artillery to move further west and be close enough to Amiens in order to place it under artillery bombardment. With this key objective in mind, the Germans planned a tank attack with some 13 A7Vs and assault troops.

While 13 tanks may seem insignificant, to the battered British 8th Division manning the front lines, it proved to be an unexpected shock. The A7V tank was not well known and on good ground it could be a more deadly and faster tank than the British Mark V. It was usually manned by at least 20 men, a 57mm gun and six HMGs. Of the 20 men, 10 were used to deploy outside of the tank in villages, so each A7V also sort of doubled as a troop carrier. After the battle, British troops nicknamed it "the Moving Fortress".

This battle is also well known because it featured the first tank to tank battle in history, all by accident. In this encounter, British male Mk V tanks clashed with A7Vs on two different occasions. Both sides exchanged gun fire resulting in a draw of sorts as both sides lost tanks. For another "first" this battle was also the debut of the British Whippet tank, a slightly faster tank armed with a few MGs. While no Whippet ever faced the A7V, a mere seven of them literally routed an unaware 800 man German battalion near Cachy, killing 400.

While the German attack on the 24th did succeed in taking all of Villers-Bretonneux, the two other towns, Cachy and Gentelles, did not fall to them. Another setback happened the night of 24th as nearby Australian troops conducted a surprise attack that totally caught the Germans off guard and nearly captured most of them inside Villers-Bretonneux. So by nightfall of the 25th, both side's troop positions were around they were before the attack. While little had changed overall, only three A7Vs had been lost in the attack, which the Germans deemed an overall success with regards to their first use of tanks.

Designed by Perry Moore, the game map depicts the area around Villers-Bretonneux and is scaled at about 400 yards per hex. Combat units are mostly company level, except for a few non-AFV battalions. For the tanks, each counter is one AFV. A game turn represents two hours of time. Optional rules allow the players to explore the use or extra or fewer units on each side. For example, had the Germans wanted to, they could have used another 6 A7Vs plus 10 captured British Mk IV tanks in this operation, which could have led to a disaster for the Allies.



Ironsides

(13 votes)

Ironsides is a moderate complexity area movement and impulse game depicting four battles of the English Civil Wars plus a bonus scenario where the Parliamentarian armies refused to fight a third battle at Newbury. One player controls the Royalist armies of King Charles I, King Charles II, and the Duke of Hamilton. The other player controls the Parliamentarian armies of the Earl of Essex, Earl of Manchester, Sir William Waller, and Oliver Cromwell. “Ironsides” was Cromwell’s nickname, later used by his regiment, and then his entire army.

FIRST NEWBURY (20 September 1643) After saving the Parliamentary stronghold of Gloucester the Earl of Essex found the road back to London blocked by the King Charles I and Prince Rupert at the small town of Newbury. Essex must fight his way through the Royalists in the bloodiest battle of the war so far.

SECOND NEWBURY (27 October 1644) After his victories at Cropedy Bridge and Lostwithiel, King Charles I and Prince Maurice billet their 8,500 men in the villages around Newbury while they wait for Prince Rupert. But the Royalists are in a trap, surrounded by 19,000 Parliamentarians!

THIRD NEWBURY (9 November 1644) Reinforced by Prince Rupert, King Charles I returns to Newbury to recover the artillery he left in Donnington Castle, now besieged by three Parliamentarian armies. The Earl of Manchester refused to fight, so the King took his guns and marched back to Oxford in triumph. Cromwell demands reforms to remove amateur generals from command and combine the Parliamentarian armies into one New Model Army.

PRESTON (17 August 1648) King Charles I was defeated by the New Model Army and surrendered in 1647 but soon made an Engagement with the Scottish Duke of Hamilton to restore him to the throne. Royalists uprisings in Kent, Essex, and Wales stretched the New Model Army to the limit. Oliver Cromwell, who had forced-marched 4,000 “Ironsides” 300 miles from Wales, destroyed Hamilton’s disorganized army. Cromwell returned to London, purged Parliament, and executed King Charles I.

WORCESTER (3 September 1651) King Charles II succeeded his father as King of the Scots and marched south to rally the English Royalists, gathering 16,000 men at Worcester. Cromwell followed, raising men and arms until he had 30,000 men, the largest army of the Civil Wars. Charles II attacked, but was thrown back and chased through the streets of Worcester in a bloody battle of annihilation that killed or captured 13,000 Royalists. Cromwell would go on make himself Lord Protector, king in all but name.

The designer Philip Jelley uses the same area movement design as Lilliburlero (ATO 40), with units representing the generals and regiments that fought the battles. Each turn represents one or two hours of time, with weather and nightfall affecting unit activation and command and control. Most scenarios last 3-4 hours (including a 1½ hour learning scenario) and each battle has historical and campaign scenarios, optional units, free-set-up, and extended battles. Ironsides contains 470 ½ inch counters, one full size and two half sized maps.



(NEW) ROME, LLP.

(18 votes)

Before there was Empire, there was a ...Partnership? Yes, it was a world of clients and patrons where the words "The Senate and People of Rome" were not the hollow phrase it became under the Empire. For Senators, engaging in business was taboo, but money-making (even from graft) was not, and citizens of the growing Republic shared in their patrons’ wealth and prestige. But it was at best, a limited liability partnership, an unsuccessful general might merely be banished and replaced by another, but an unsuccessful legion might be....decimated.

ROME, LLP. is a solitaire game of the Roman Republic by Philip Jelley, as it grows from a small city state in 400 BCE to an empire in 27 BCE, when Octavian took the imperial name of Augustus. A prequel to the popular ROME, INC. (ATO 53) and ROME, IInc. (ATO 61) you will again be running a business, but this time the “Republic of Rome” is starting from scratch with minimal resources and highly competitive rivals, Brennus the Gaul, Hannibal Barca, Mithridates the Great, Spartacus, and Queen Cleopatra. The player operates behind the scenes, promoting and removing consuls, censors, governors, and tribunes (and dictators in a real emergency) as Roman legions monopolize the Mediterranean.

The pair of consuls rule Italia, allowing the player to choose which of the co-CEOs are best for the job in hand (unless they start arguing, which could be disastrous), with a censor to maintain public morals, and an obstructive tribune representing the workforce, vetoing senatorial appointments, and changing the game by proposing new laws. Provinces grouped into Italia and the eight proconsular commands of Aegyptus, Africa, Gallia Cisalpina, Gallia Transalpina, Hispania, Macedonia, Pontica, and Syria, each controlled by a Governor, who collects taxes, quells insurgents, and fights wars, but may March on Rome and make himself Dictator For Life.

Patrician and plebeian Statesmen are rated for their military, administration, popularity, and intrigue abilities, and gifted with a special ability. For example, Marcus Antonius has 4 Military, 1 Administration, 5 Popularity, and 4 Intrigue, making him a good general, appallingly corrupt administrator, exceptionally popular, and more than happy to remove his political rivals with a stab in the back, while his Leader special ability encourages him to rebel and might even make him an Aegyptian Leader like Cleopatra. Legions, auxilia, colonies, and fleets are used to fight wars and garrison provinces. Loyal allies protect the frontier as natives are civilized until they are ripe for annexation. Enemy leaders and barbarian wars pillage their way from province to province until defeated, encouraging revolts, and reclaiming territory. Fighting a war may mean a glorious triumph, ghastly disaster, or bloody stalemate, perhaps Fabius had the right idea.

Victory is determined by winning Prestige, earned by prudent administration, annexing provinces, winning wars, and plying the people with bread and circuses. If the barbarians take Rome, the Republic will fall and the game ends in in defeat, but bankruptcy and popular revolution will have the same effect. You alone control the mechanics of a rising republic, choosing four distinct “starting points” (400 BCE, 267 BCE, 149 BCE, and 82 BCE) and running scenarios lasting 10-40 turns (if you get that far), depending on your business acumen and endurance. Each turn represents 5-15 years, with 10 turns in each of the four scenarios. You can extend the game into ROME, INC. and ROME, IInc. for a truly epic game charting the rise and fall of history’s greatest empire.

You decide where to allocate resources (capital spending), raise new forces (hiring), undertake prestige projects (public relations), pleasing the Senate (shareholders) and the People (workforce), or even setting aside a reserve for a rainy decade or two. You need to blend military acumen with careful administration, as well as intrigue, making the most of what you have each turn, just like any modern-day business. ROME, LLP. will give you a new perception of how war is a cost, business is a benefit, and empire is somewhere in between. It’s up to you to find a balance. ROME, LLP. comes with one full color 22" x 34" mapsheet, 280 full color 1/2" die-cut pieces and around 12 pages of rules. Players should average from 2 to 4 hours per scenario.



The Locust Warriors

(26 votes)

The Locust Warriors depicts the largest air drop of paratroops by the Soviets during WW2. The late 1941 Soviet Winter Offensive was focused on pushing Germany's Army Group Center (AGC) away from Moscow and hopefully destroying it. Thrusting their armies west, the Soviets got nearly to Kirov (100 miles from Moscow) and exploited any other gaps they could find in AGC's lines. Indeed, from mid-January to mid-February 1942, the Germans found themselves in very precarious situations all along the front, from Rzhev in the north to south of Vyazma, as they tried first to contain, and then seal off, all the Soviet penetrations. But it was the collapse of the German 9th Army to the north - opposite the Soviet Kalinin Front in the Rzhev area - that nearly allowed AGC to become fully encircled as the Soviet 11th Cavalry Corps raced 110 km deep into the German rear to seize Vyazma. Further south, the Soviet 33rd Army had also broken through AGC's lines and pushed to within a few miles of Vyazma as well!

As these events unfolded, the Soviet High Command STAVKA weighed using their 10,000 man 4th Airborne Corps to also land west of Vyazma as to completely cut all German supply and communications to there. Vyazma was critical as all the German supply routes ran through it, both roads and rail. If it all went as planned, the Germans would suffer a major defeat! Simply even dropping paratroops (nicknamed the "Locust Warriors") behind AGC deep into the German rear could cause chaos and mounting supply problems for them as any drop survivors could join any existing partisan bands. But it was also a sign of Soviet desperation, and the need to throw everything into the battles, that saw this operation become one of the two documented cases of Soviet paratroops jumping into deep snow drifts without chutes!

The Locust Warriors challenges both players, from the very start of the first turn onward, to cope with a very chaotic battle. The German player has firm control over the regiments and divisions making up his 4th Panzer and 4th Armies but must watch his rear. Meanwhile, the Soviet player must plan and execute a hasty airdrop while shoving his numerous front line armies (made up of smaller brigades and divisions) west to link up with his paratroops. The game map covers the area from Gzhatsk to Kirov and stretches east towards Rzhev, to fully encompass the main battle area. Designed by Perry Moore, the game features one 22" x34" map and 280 counters.



Is Rome Burning?

(35 votes)

September 7, 1943. Tomorrow, General Eisenhower intends to announce that the government of Italy has secretly surrendered unconditionally to the Allies. Hitler feared this, so the Germans have long been preparing, and will launch, Operation Alaric to take over as much of Italy as possible. The Italian government led by King Vittorio Emanuele II and Marshal Badoglio, on the other hand, are not expecting the Allied announcement so soon. They have barely begun preparing their units for the most difficult battle of the war – turning against the old ally while awaiting an Allied landing somewhere in Southern Italy – without knowing when and where. The fate of the Eternal City hangs in the balance, and you must decide its future.

Designed by John Prados and Leopoldo Nuti, this game will utilize the tactical system popularized in Monty's D-Day and Fortress Berlin. A city fight set among the glories of classical history. Will the Italian divisions around Rome be able to halt the German onslaught? How much will the Roman citizens count in the fight? Will any member of the Royal Family lead the resistance while the King and Government head South to shelter among the Allies? And above all, will US paratroopers, which Eisenhower promised Badoglio, arrive in time to help the Italians protect their patrimony?

Is Rome Burning? gives you the opportunity to relive this dramatic moment of World War II, when the fate of Italy and its capital are in your hands. The game has one map and 280 counters. There are two major scenarios, one pitting the Italians alone against German reaction forces, the second (Operation “Giant II”) featuring the airdrop of an American parachute division into central Italy—a gambit actually prepared by the Allied command, which was cancelled at the last minute when the C-47s bearing the 82nd Airborne Division were about to take off!



Crouching Tiger, Hidden Turtle - The Battle of Noryang, 1598

(46 votes)

“I cannot talk peace, nor can I let a single enemy seed go home in peace.” – Korean Admiral Yi Sun-sin.

The Japanese invasion of Korea that began in 1592 was not going at all well for the invaders. After more than five years of fighting the Korean armies refused to surrender despite numerous defeats throughout Korea leading to a costly and protracted guerilla war. The Korean fleet managed to elude the various Japanese fleets sent over, and led by Admiral Yi Sun-sin, proved to be another thorn in the invader’s side that inflicted continued losses. When the Chinese also decided to intervene the tide of war went against the Japanese.

As the 1598 campaigning season ended, Japanese forces were bottled up in ports along the southeastern coast of Korea. With the death in September of Toyotomi Hideyoshi, who had instigated the invasion of Korea, he was replaced by a “Council of Five Elders” to govern Japan, and they ordered the evacuation of all Japanese forces in Korea back to the Home Islands.

Determined that none of the Japanese should be allowed to escape and perhaps return to fight again, Admiral Yi made plans with this Chinese counterpart, Admiral Chen Lin, to bring about a decisive “winner take all” naval battle. The opportunity came when the Allied commanders learned from local fishermen and spies that the main Japanese fleets were preparing to set sail. Realizing the Japanese would have to sail through the narrow Noryang Strait that flowed between the Korean mainland and Namhae Island, Admiral Yi ordered the Allied fleet to prepare a nighttime ambush of the Japanese fleet at the southern end of the Noryang Strait. His greatest planned surprise however was a flotilla of "Turtle Ships" in his forces - terrifying and largely invulnerable to most Japanese weapons. What ensued was the largest naval battle of the Imjin War.

Designed by Paul Rohrbaugh, Crouching Tiger, Hidden Turtle comes with one 22" x 34" map and around 225 counters. Besides the historical scenario there are variant rules and counters that allow players to explore some “what ifs” of the battle. Can you do as well, or better, than your historical counterparts?



The Road to Tokyo

(75 votes)

"We are fighting the Japanese, but the US Navy is the enemy."

- MacArthur's Chief of Staff to a visiting Australian general

The Road to Tokyo is a two player (but uniquely, four-sided) game depicting events in the Pacific Theater for the first 6 months of 1944. Players assume the roles of both Nimitz and MacArthur and more indirectly, the Imperial Japanese Army and Navy forces opposing them. The twist is, each player controls forces on both sides and must strive to do better than his nominal ally (but secret opponent).

Designed by Steven Cunliffe, The Road to Tokyo features 176 large 5/8" counters and 52 cards. The map depicts the principle fronts in New Guinea and the Central Pacific and each turn is around 2 weeks.

The victory conditions are a bit unusual. Players must minimize their own casualties, but maximize those of their opponent, and attempt to garner the most "Headline Points" possible, influencing Roosevelt's ultimate decision to take the road to Tokyo through the Philippines (MacArthur's demand) or by Formosa (Nimitz's plan). At times, the imperative to "make the news" will cause "mere war considerations" to seem almost quaint.



That Man of Blood

(77 votes)

The story of the Second Civil War is short and simple. King, Lords and Commons, landlords and merchants, the City and the countryside, bishops and presbyters, the Scottish army, the Welsh people, and the English Fleet, all now turned against the New Model Army. The Army beat the lot.

- Sir Winston Churchill

On 30th April 1648 the Army Council met at Windsor Castle for a three-day prayer meeting which resolved “that it was our duty, if ever the Lord brought us back again in peace, to call Charles Stuart, that man of blood, to an account for that blood he had shed”. Despite odds of two or three to one they defeated the Royalists at St Fagans, Maidstone, Colchester, and Preston. Returning to London victorious, the Army purged Parliament and tried and executed the king for treason.

That Man of Blood is an area movement and impulse game for two to four players recreating the Second Civil War of 1648, the direct cause of the English Revolution and the execution of Charles I. The first player controls the New Model Army; the second the Parliamentarian Northern Association, Irish Army, Scottish Whigs, some lukewarm militia and a mutinous fleet; the third has a loose alliance of Cavaliers, Presbyterians, Welsh, and any ships that desert the Parliamentarians, and the fourth the Scots Engagers and Ulster Army. The Royalists and Scots have more men, but worse generals and variable reinforcements. Players maneuver their forces from area to area across the map in order to destroy enemy regiments, capture towns, build up a navy and control the King.

Designed by Philip Jelley, That Man of Blood features one 22 x 34" map and 280 counters with 8 battle scenarios for a quick evening's fun, and 3 full campaigns that force players to take into account all the intricacies of managing their difficult coalitions.



Operation C

(80 votes)

Operation C, by Perry Moore, covers the Japanese naval foray into the Indian Ocean in April 1942 with five of their carriers. The Japanese were on a roll, seemingly invincible after a string of victories since Dec. 1941, including the taking of Singapore and the Dutch East Indies. Ceylon was next objective due to its strategic location astride the shipping lanes. The Japanese hoped that by menacing Ceylon, they could force the smaller British fleet (with three carriers) defending it to fight and cripple it, then go on to demolish Britain’s vital shipping ports located in India. The map scale 50 miles to a hex, and the game uses the land-air-sea system first showcased in Perry’s War in the Aegean game.

Historically, the Japanese admiral, Yamamoto, first proposed to physically invade the island, and establish control over the sea lanes that way, but his superiors rejected the plan, and Port Moresby was invaded instead. In this game, the Japanese player does have the option to invade Ceylon (which was weakly defended) but must also cause heavy damage to the Indian ports, and of course, initiate a carrier battle with the British if at all possible. One map with 280 counters.



Trying Men's Souls

(81 votes)

By 1776, King George III convinced hardliners in Parliament to raise a massive army and fleet that would bring the colonists to heel and end the rebellion. In August, a British fleet of over 400 ships, including 73 warships, arrived in New York harbor and landed over 32,000 men on the shores of Long Island. Opposing them was the largest American army ever assembled with 23,000 men under the command of General George Washington.

Washington took a bold gamble by defending on Long Island. Hoping to replicate what happened in Boston on a larger scale by defending the Gowanus Heights and fortifying those about Brooklyn, as well as constructing numerous obstructions in the Hudson and East Rivers, he hoped the British would incur such high losses in taking the American defenses that an assault on Manhattan would be impossible. However, the British had also learned from what had happened in Boston and would make use of the many loyalists’ knowledge and sentiments in and around New York in their efforts to bring the rebels to heel.

For the American player, Trying Men's Souls will be a game that can indeed, try one’s soul. You must transition from a static defense in depth to a more mobile fight in which defiant stands must be matched with bold counter-attacks. For the British player, you have a preponderance of force but will need a delicate blend of activation among your commands to keep the Americans off balance while pressing the attack. Use of the Royal Navy requires a deft touch in and around the American forts, but can open up opportunities along the rivers. One 22” x 34” inch map of the New York City-Long Island area, 280 counters, and moderate complexity. Designed by Paul Rohrbaugh.



Cities of the Damned

(84 votes)

No two conflicts show the breath and scope of urban warfare the Western Allies ran up against in 1944 than the battles for Cassino and Aachen. Both campaigns tell a very similar story about the high price of hubris and the quality of courage. Cities of the Damned features two challenging solitaire games in which the player must lead his Allied forces to victory in two of the WWII’s most intense battles. Two top designers present their best with this dual solitaire game package featuring 175+ large 5/8" counters and two 17” x 22” mapsheets.

Cassino by Paul Rohrbaugh: In early 1944 the western half of the German “Winter Line” in Italy was anchored by the town of Cassino high up on Monte Cassino, which also featured a centuries old Benedictine Abbey atop the peak. The position utterly dominated the surrounding valleys, so much so Allied troops HAD to take it to continue advancing on Rome. Facing some of Germany’s best soldiers, the area was only captured 5 months later after 4 separate assaults, with the vast majority of the city was destroyed by aerial bombardment and vicious street to street fighting. Taking the town and heights resulted in 55,000 Allied casualties, with German losses being far fewer, estimated at around 20,000 killed and wounded. The stubborn defense of Cassino would reveal flaws in Allied tactics and bolster the confidence of the Third Reich to keep fighting.

Aachen by Mike Rinella: Five months later the world would see yet another account of the terrible cost of audacity. Fresh from a string of victories across the length of France, the US Command set its sights capture of the supposedly weakly held German city of Aachen. The Americans confidently made plans to surround the city, isolate it, and accept its surrender. But being the former capital of the First Reich, and the first true German city to fall into Allied hands, the city’s propaganda value was simply too great: Hitler forbade surrender. He even grudgingly authorized releasing forces from his Ardennes Offensive build up to help the defenders. American troops would have to storm the city and take it by force. Hidden among the picturesque buildings was a fortress of bunkers, gun emplacements, sniper holes and death traps. The GIs advancing into the city would soon be fighting in the nightmare battlefield of Aachen.



Operation Round Up, 1943: What If?

(90 votes)

This two-player game covers the first month of the never-run Allied plan to invade France at the Pas de Calais (instead of landing at Salerno), late in the summer of 1943. The map area covers the French coast from around Dunkirk south to the mouth of the Somme and inland to Lille and Arras. Operation Round Up uses a standard 34" x 22” large-hex (3/4” / 19mm) map and 216 medium (9/16” / 16mm) counters. The game is scaled at 2 miles (3.25 km) per hex, with 10 three-day game turns, and uses regiments and brigades (and a few battalions) as units of maneuver. The game system is an evolution of the classic old-SPI Cobra, simple enough to allow for a game to be completed in one sitting, and can also easily be adapted for solitaire play.

Allied forces are not the mighty invasion armada of 1944 lacking both the armored "funnies" and Mulberries that worked so well in Normandy. For the Germans at this time their "Atlantic Wall" and panzer arm are more promises of what is to come than actual impenetrable defenses. Yet the game remains highly re-playable time after time as, at start, neither player knows Hitler’s reaction to the invasion until it is rolled for during Turn 1. Strip the East of as many divisions as possible in order to transfer them to this new front to try to annihilate the landing, or merely try to contain it as a “self-sustaining POW camp.”? Order the as-yet-unbroken Reich Air Defense fighter force to temporarily give up the war against the Allied strategic bombing campaign and switch to combat air support over the battlefield? Mobilize the II Parachute Corps (standing by at air bases in southern France) to drop directly into the Allied beachhead? Depending on how many of them survive, they might prove decisive in upsetting the whole Allied plan. Or trigger powerful Allied countermeasures. Designed by Ty Bomba.



Teutonic Nightmare

(130 votes)

Even on the Eastern Front where savage battles were commonplace, few were as bitter as the Soviet siege of Königsberg from late January until early April 1945. The Germans fought fanatically to retain control of the ancient East Prussian capital and used all means at their disposal to defeat the Soviet onslaught. The city was surrounded by an extensive series of fortifications which allowed the defenders to withstand withering artillery and air bombardment. Among the approximate 30,000 defenders were four infantry divisions, a panzer division, fortification troops and large numbers of Volkssturm and Hitler Youth. As ineffective as the Volkssturm was almost everywhere else, they put in one of their best performances of the war to defend their homes in East Prussia. As usual, the Hitler Youth proved fanatical and added another degree of ferocity to the combat. The German Navy also made itself felt providing effective artillery support from heavy cruiser Admiral Scheer and a number of other smaller ships. The Soviets employed some 12 rifle divisions at the start of the battle and eventually were forced to throw in four armies by the end supported by huge amounts of artillery, including some of the heaviest employed during the entire war, and an extremely heavy concentration of air forces including large numbers of heavy bombers.

Teutonic Nightmare by designer Mark Stille uses the same game system as his Hungarian Nightmare (in ATO #31) game to portray the entire approximate 75-day battle. Hungarian Nightmare covered the bitter siege of Budapest and focused on the uncertainty and brutality of urban conflict. In Teutonic Nightmare, the German player not only has to hold festung Königsberg against an ever-increasing weight of attack, but he also must keep a corridor open to the port of Pillau on the Baltic coast to allow the evacuation of refugees. Originally, Königsberg held out from 25 January until 10 April and the corridor was open from 18 February until a few days before the city’s capture. The German player can win by bettering the historical result. The Soviet player is challenged to better the historical capture date of the city against fanatical resistance and probably the heaviest fortifications encountered during the war. Even with some of the heaviest concentration of firepower used by the Soviets during the entire war, this will be a fight to the bitter end.