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Typhoon
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In the fall of 1941, the German Blitzkrieg was ready for one more final grand effort: the conquest of Moscow. Code-named Typhoon, Germany expected this final offensive to destroy all Soviet armies in front of Moscow in a classic double-envelopment by the Panzer divisions. In short, the Germans expected Typhoon to end the war in the east. Spearheading the German attack was Army Group Center, General Guderian's PanzerArmee, with some 90,000 men in 70 divisions. Facing them, blocking the way to the Soviet seat of power, were over 800,000 Soviet troops in 95 divisions.

The German assault was ferocious and incessant and came within sight of the Moscow Kremlin. Although their attacks ripped gaping holes in the Soviet lines, the defenders did not disintegrate, as the Germans expected. After suffering huge losses in the opening battles, the Soviets reinforced the front line with Siberian and other reserves numbering perhaps 1.2 million men.

The battle for Moscow proved to be one of the decisive battles of the Second World War.

Now, you can replay this epic struggle for supremacy in the east. The game's easy-to-play system allows the players to focus on the critical matters of operational maneuver and force coordination, while adding just enough chrome to faithfully recreate the key elements of the campaign. See if you have the skill to crush or save the Soviet Empire in 1941.


Game Components

COUNTERS
960 full-color two-sided counters.
MAPS
Three 22x34" full-color mapsheets
OTHER
  • One 10-sided die
  • 24-page Rule Book
  • 24-page Play Book
  • Player Aid Cards: Turn Record Track, "How to Read the Units" Card, Terrain Effects Chart, Combat Results Table, Axis & Soviet Air Operations Cards, Axis & Soviet Scenario Set-up Cards, Soviet Replacement Tables Card, Unit Tracking (Active, Cadre, Eliminated) Card, Victory Point Schedule

Game Features

  • Six scenarios allow players to vary their level of involvement, complexity and starting point; from introductory to full campaign.
  • An asymmetrical sequence of play highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare.
  • Detailed air rules integrate with land combat and weather rules.
  • Incredibly detailed order of battle includes special coverage of artillery, engineers, bridge units, armored trains, and much more.
  • Political factors are represented, with Stalin-mandated attacks and Hitler "no retreat" orders, as well as separate Axis High Command victory plans.
  • Extensive bibliography and design/historical notes are included.
TIME SCALE 2 days per turn
MAP SCALE 5 miles per hex
GROUND UNIT SCALE Division / Regiment
AIR UNIT SCALE 25 aircraft per counter
NUMBER OF PLAYERS One to four

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