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HBG’s Barbarossa: Game 2 Announcement 

Captain G
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RU-vid War for HBG’s Barbarossa… Game 2.
Full RU-vid War videos for detailed move by move & roll of the dice.
For high level overview, jump to the Turn Recaps to get key attacks & results for both Axis & Soviet turns.
Advanced Unit rule set.
Plus playtest for supply, encirclement, partisans, bridges & rail movement, etc.
August 2024
Axis: Captain G
Soviets: Flak88

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14 окт 2024

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Комментарии : 9   
@bostonbruce4777
@bostonbruce4777 2 месяца назад
Thanks
@lordunoreverse9769
@lordunoreverse9769 2 месяца назад
SUPER COOL
@jaesaber8883
@jaesaber8883 3 месяца назад
Yay
@lordunoreverse9769
@lordunoreverse9769 2 месяца назад
Cool
@matthewbrowning994
@matthewbrowning994 2 месяца назад
Looking good, I enjoy playing this game and now seeing other play this, and watching other strategy's . Quick question what's the supply depo rule ? It looks like its would help both side (mostly Germany) in getting units across the board quicker and keep the blitz going. And where did you get your task force plates from? After playing this game a few times I was wondering if any one else thought of upgrading the rules to add more units or to change some rules Noncombat Trucks can move into now friendly territory (land zone taken over this round, But the supply depot might fix this, had a hard time with supplies while units blitz, since you couldn't move up trucks to supply them. Transport planes - can drop air drop one supply ( they could still carry two supplies but would need to land) Carpet bombing for Medium and Heavy bomber - or making medium and heavy bombers able to attack for one round with the enemy unable to roll unless they have AA guns Add on of units Light, Medium and Heavy tank destroyers Heavy Artillery - Can make an attack into adjacent territory with out being attacked back
@CaptainG9318
@CaptainG9318 2 месяца назад
Great minds. If you saw our first game, we are playtesting rules to address a lot of the same issues. We allow non combat to anyzone currently controlled, including just taken. We added attrition attacks to artillery, we allow blitz attacks, we apply encirclement rules - which the enemy can try to breakout at combat penalty or, if unsupplied, surrenders entirely. We added partisans, bridge rules for river crossing. Definately checkout the first game recap videos. Welcome feedback from others who also play & love this game.
@matthewbrowning994
@matthewbrowning994 2 месяца назад
​@@CaptainG9318 I just started watching the first game play, going good so far. And have seen some of the questions to new enchantments. encirclements are a good add, but do the encircled troops disband after a turn or two ?
@CaptainG9318
@CaptainG9318 2 месяца назад
@matthewbrowning994 if Encircled in supply (ie have a supply depot in the encirclement) suffer -2 penalty in combat, also consume supplies at double rate (2 per turn normal, 4 in snow). If Encircled w/o supplies- can not make any attacks. If not ‘rescued’ by friendly forces on the owning player’s next turn, the units surrender en masse and are removed. Encircled cities can ‘draw supplies’ via ports, as long as the port is open and there is another friendly city on that body of water that has a line of supply. You will see examples of both in game 1.
@CaptainG9318
@CaptainG9318 2 месяца назад
@matthewbrowning994 depends whether there are friendly supply depots inside the encirclement. Encircled forces have -2 combat penalty (attack or defense). If they are out of supplies (no depots inside encircled zone). Then they can not attack. Aif friendly forces do not breakthru to them, they are removed at the end of the next controling player’s turn. If they have supplies, supply consumption is double rate and they can attempt a breakout attack or hold out until friendly forces reach them, or they consume all their supplies.
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