After tackling the Russian Front with the first game of the No
Retreat! Series, wargamer and designer Carl Paradis revisits this
fascinating campaign with: Absolute War! - The Attack on Russia
two-player wargame recreates the titanic struggle between the invading armies
of Nazi Germany versus the Soviet Union in a fresh
new way. This
new approach is even faster and easier to play - making it perfect for
introducing new gamers to the hobby.
The design emphasis has been placed on
making the game very player-friendly and manageable in its level of scope, difficulty and
time of play. With a very low total counter count and density, this quick
playing (while still realistic) simulation presents players with deep strategy meriting
contemplation. A system of map areas has been adopted and movement has been
streamlined. Combat is handled by the two decks of cards
(one German and one Soviet) - meaning no combat tables or dice to roll. These
cards are the crux of the game system offering even more variety than regular
Combat Result Tables. Like in “No Retreat!” they are used to generate events
and special game abilities (ex: Major Offensives, Partisan Raids, Siege
Artillery, Increased Replacements, etc…) and now also effortlessly resolve all battle outcomes. The set-up for a
campaign or a scenario will be lightning fast: in less than 10-15 minutes you
can get the game going! This high degree of re-playability means
that it will reward players' experience with increased skill.
“Absolute War!” will put emphasis on
strategic planning - not tedious hex maneuvering or factor-counting to attain
the “perfect” attack. Most of the time-consuming calculations will be taken
care of effortlessly by the game engine, letting you concentrate instead on
exercising your generalship skills against your opponent. Area-movement will
provide the proper feel of sweeping maneuvers, exploitation and encirclements
across the vast steppes and forests of Russia. The grueling city sieges will be
represented by allowing local battles to unfold, with sometimes both foes occupying and battling in the
same critical map areas. With a simple – yet effective - economic model,
players will also feel the growing might and sophistication of the Soviet Red
Army and the degradation of the once-invincible German Wehrmacht over the epic
four years that this merciless campaign was fought on the soil of “Mother
Victory conditions are simple and to the
point: you have to capture as many of the ten map objectives to force a
campaign decision. While destroying the foe’s armies will also help in this
endeavor, some event cards will also provide short-term goals to accomplish -
gaining players’ special game advantages if met.
Neither side can afford to show mercy to
their hated foe in this life-or-death conflict, you are in command in the
largest and most grueling campaign the world has ever seen. War is hell, and
this is Absolute War!
Quick-Playing Scenarios plus a Campaign Game:
- Barbarossa, 1941 : The initial assault on the Soviet
Union. Can the Germans take Leningrad and Moscow before “General Winter”
freezes the German war machine dead in its tracks?
- Fall Blau & Operation Saturn, 1942 : The Offensive
towards the Caucasus Oil Fields, and the Nazis disastrous rendezvous with
destiny at Stalingrad . Or…maybe the OKH will decided to strike north
again at the Soviet Capital?
- Operation Zitadelle,
1943: Hitler’s last chance at getting a “victory”
of sorts in the East after last winter disaster in the south. It’s a do-or-die
proposition for the Germans, as the Red Army can finally fight on equal terms.
Will Kursk be the tombstone of the Panzers?
- Operation Bagration,
Soviet summer offensive that finally broke the back of the Wehrmacht, and made
the Normandy landings look like a mere scuffle. Will you finally expel the
foe enemies from their last foothold in Mother Russia?
- Absolute War Campaign game: From Operation
Barbarossa in 1941 to the aftermath of Bagration in 1944. The whole conflict up
to the gates of Germany is played out in dramatic fashion.
- One 22x36 Mapboard (mounted)
- One sheet of 88, 2-sided square units
- One sheet of 112, 2-sided round/hex markers
- One rule book (24 pages)
- One Scenario Book (24 pages)
- Two Play-aid cards
- Two decks of 55 Event Cards
- No Dice!
Number of Players :
Ages: 14 and up
Approximately 3 - 4 hours for a full campaign game, 1- 2 hours for the
Scale: Each unit is
one Army/Front: Each area is about 200 kilometers from side to side. Each turn
represents two months of real time.