STALINGRADCASE BLUE 1942

German flag, 1935–1945Soviet flag

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Details

Move

The Map tab hides the interface; Controls restores it. Choose a formation, then a gold hex. Drag to pan; pinch or use the zoom controls. One formation per hex. Enemy contact stops movement.

Attack

In Combat, select your attackers and an adjacent enemy, then Attack. Every selected adjacent formation contributes; 0 MP is allowed if its action is unused. The displayed 1:5–5:1 odds include terrain, rivers, supply and fatigue.

Advance

After clearing a hex, choose Advance or Stay put. The strongest surviving eligible attacker advances. Resolve this choice before another order.

Reinforce and repair

During Reinforcements, select a friendly city, then an available formation to deploy. Gold cities can receive arrivals. Cities must be empty, supplied and outside enemy contact; arrivals have entry regions. Select a damaged friendly formation and Repair to restore up to 2 strength for 1 point. Repair uses that formation’s turn.

Finish a turn

Reinforcements → Movement → Combat. End combat runs the opposing AI. Dig in during Movement for protection instead of using that formation again. Ordinary marching causes little fatigue; cut supply routes are more serious. Details explains a selected formation’s condition.

Win

Hold valuable cities at the end of turn 44, on 31 January 1943. Stalingrad is 10 VP; Rostov is 8. Menu → Campaign details shows all seven victory bands. A newly earned decisive position can offer an early ending. An army at 30% or less of its deployed strength collapses immediately; the other side wins decisively. Both collapsing together is a draw.

Appendix · Sources & photo credits

Historical sources and campaign notes

All commander records, photograph licences and attribution

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