Battle for Moscow - free online game

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Joseignacio
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RE: Battle for Moscow - free online game

Post by Joseignacio »

Tanks for the info and for the game.
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rkr1958
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RE: Battle for Moscow - free online game

Post by rkr1958 »

ORIGINAL: Joseignacio

Tanks for the info and for the game.
That's funny!
Ronnie
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Joseignacio
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RE: Battle for Moscow - free online game

Post by Joseignacio »

O sh*t. [:D][:D][:D]
pzgndr
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RE: Battle for Moscow - free online game

Post by pzgndr »

ORIGINAL: LossRevolutionary
The rules I have implemented are actually the more recent and more comprehensive ones from the Victory Point Games (VPG) and C3i editions. And I haven't updated the link in the game to point to those updated rules yet. Apologies.

They cover all the points you have raised above (no special movement phase upon the first German turn, only panzer units being halved during mud turns, all replacement rules, etc.)

In the mean time, you can find them in the excellent C3i Nr25 eBook available for free (I cannot post a link here but easy to find from the Library on the C3i Magazine website).

Could not find the eBook but did find Battle for Moscow 1-page summary, C3i edition at BGG
Battle for Moscow (C3i edition) v1.1

Setup: Game turn marker on Turn 1, RU 1st Shock army on Turn 4. 14 RU units at reduced strength on red stars on map, 2 units off map. GE units at full strength on black cross hexes. GE starts game with his Combat phase.

Structure: 7 game turns x 9 phases

Victory: After turn 7, GE wins if control Moscow. RU wins if control Moscow + 1 other city. Other result is a draw.

City control: Last player who entered a city has control of it. At game start, all cities are RU-controlled except those occupied by GE units.

Sequence of play: see map and 4.0

Movement:
-Stacking: max 1 unit per hex at the end of each phase.
-GE Panzer movement phase: only panzers may move.
-GE Movement phase: all GE units may move, including panzers that moved previously.
-RU Rail movement phase: RU units that start phase on rail hexes may move along rail lines for 1 MP per hex, regardless of terrain.
-RU Movement phase: all RU units may move, including units that moved in Rail phase.
-ZOCs: Must stop when entering EZOC. May freely leave EZOC and move from an EZOC to another EZOC (but must stop when entering one).

Combat:
-No mandatory attacks.
-Multiple units may attack together, but max 1 defending hex per battle. Units can attack/be attacked once per phase.
-Active player announces all his attacks, then resolve them in chosen order.
-Terrain effects are cumulative.
-Battle procedure: If Mud turn, attacking Panzers total strength is halved (retain fractions); calculate A/D odds (>6:1 becomes 6:1); apply terrain shifts (<1:1 becomes NE); roll die, apply results, resolve Advance after combat.
-Retreats: 2 hexes away from battle (attacker choice): must avoid EZOCs if possible and must end in a non-EZOC vacant hex. If retreat through an EZOC: lose 1 step. If unable to fulfill retreat requirements, unit eliminated.
-Advance after combat: if defender vacated his hex, 1 attacker may enter it.
-AL result: 1 attacking unit takes a step loss (owner choice).

Replacements:
- # replacement steps (RPs) players receive each turn is shown on Turn track.
-With each RP: may build/rebuild 1 unit at reduced strength or flip 1 unit to full strength. Cannot spend 2 RPs on same unit in same turn. RPs cannot be saved for future turns.
-RU replacements: 1) New units: a) along red border, not in EZOC; or b) in empty friendly-controlled city in communication with red border. Exception for Moscow: don't need to be in communication. 2) Restored units: must be in communication.
-GE replacements: same as RU but trace to black border map edge and no Moscow exception.
-Friendly-controlled definition: your units were the last to enter a city.
-In Communication definition: RU: Trace to red border map edge through hexes not in EZOCs nor containing enemy units. GE: same but trace to black border map edge.

Reinforcements: RU 1st Shock Army enters on turn 4 at full strength. Place along red border, not in EZOC.

Mud: Turns 3 and 4 are Mud turns. Effects: Units may move max 1 hex per phase except RU units using Rail movement. Combat: Attacking Panzer units strength is totaled then halved (retain fractions).

Game balance: To help GE: RU get only 4 RPs per turn. To help RU: 1) GE cannot replace panzer steps on consecutive game turns. 2) Halve strength of all attacking units during Mud turns.

Are these what have been implemented or are there any other differences?

Thank you for doing this. It would be great to see all of the "Campaigns in Russia" games adapted like this.
Bill Macon
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npilgaard
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RE: Battle for Moscow - free online game

Post by npilgaard »

Thanks - nice game [:)]
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Nikolaj
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RE: Battle for Moscow - free online game

Post by ACMW »

First, thanks for programming, and making available, a very nice game.

You asked for feedback.

I have played this quite a few times, and this week have been playing the physical version (C3i) for the first time. My opponent, who was playing the Russians, queried my assertion that the Russians could use rail movement in their normal movement (that is, not rail movement) phase. When we referred to the rules, we confirmed that he was correct. See also the terrain table, where it is explicit.

In the computer version, Russia IS able to use rail movement in the normal movement phase. This divergence has a minor effect in most turns (perhaps allowing an extra hex where woods are crossed), but has a much larger potential effect in the two mud turns.

Cheers, and thanks again!

Adrian
The louder he talked of his honor, the faster we counted our spoons. (Emerson)
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paulderynck
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RE: Battle for Moscow - free online game

Post by paulderynck »

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Paul
LossRevolutionary
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RE: Battle for Moscow - free online game

Post by LossRevolutionary »

Hi Adrian,
ORIGINAL: ACMW
In the computer version, Russia IS able to use rail movement in the normal movement phase. This divergence has a minor effect in most turns (perhaps allowing an extra hex where woods are crossed), but has a much larger potential effect in the two mud turns.

You are absolutely correct. It was an incorrect interpretation of the rule in my implementation. I have now fixed it and so no more rail movement for the Soviet army outside of their Rail Movement Phase!

Thanks for spotting this and please keep the feedback coming.

Olivier (author of the Web version of B4M)
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RE: Battle for Moscow - free online game

Post by ACMW »

Thanks Olivier! Played it today. Changes worked well.

Cheers

Adrian
The louder he talked of his honor, the faster we counted our spoons. (Emerson)
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