Stalingrad '42 Gold
Toward the end of 1942, the German High Command saw that the tide on the East Front had reached its peak. After the setback in front of Moscow in 1941, the mighty German Army surged forward again in the summer of '42. After defeating an ill-fated Soviet summer offensive at Kharkov in May, they drove onward to the outskirts of Stalingrad by the late summer of that year. This is where the Stalingrad '42 game picks up the fight, including a number of scenarios covering the drive to the Volga. After several months of bloody house to house fighting in the fall, the Soviet positions were reduced to pockets of rubble, barely 300 meters from the Volga. As the season turned to winter, Hitler remained fixated on taking the city, ultimately leading to disaster for his troops. He had badly underestimated the Soviet army's ability to mount an offensive on his flanks. The Russians cut through weak, poorly equipped, Rumanian troops and encircled the entire Sixth Army. In Stalingrad '42 you can re-fight this titanic struggle, exploring both the historical situation in addition to a number of plausible "What If" situations; a German retreat, a corseted flank defense, or a powerful panzer rescue force made available had Rommel been successful at el Alamein.
- 42 scenarios covering three periods of the overall battle.
- 10 individual scenarios covering the early fighting in July and August.
- The Uranus Campaign and 23 scenarios which include a full historical campaign covering the period of encirclement with the relief effort, as well as a short campaign covering just the encirclement.
- A number of historically plausible "What If" situations such as exploring an option that would see the Germans being permitted to retreat from the Volga when the danger was apparent, or if they had adopted a more logical (in hindsight) corset defense on their flanks with Germans divisions being interspersed with the Rumanians.
- Finally, there are nine December scenarios dealing with the encircled 6th Army and action along the Chir River.
Game features include:
- Game scale is 1 hex = 1 km, 1 turn = 2 hours, with battalion and company size units.
- Order-of-Battle and Scenario Editors which allow players to customize the game.
- Sub-map feature allows the main map to be "chopped" up into smaller segments for custom scenario creation.
- Multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet "live" play, and two player hot seat.
New Gold features include:
- An additional 44 scenarios from the Volcano Man mods making 86 in total. These include both historical and hypothetical scenarios.
- All new game graphics including terrain, in game counters and 2D & 3D units as well as the toolbar icons.
- All new sounds.
- Game enhancements include revised disruption movement and reinforcement ‘place all’ function from the First World War Campaign series.
Here are some files from the game:
- Scenario Design and Game Concept: Glenn Saunders, Dave Blackburn and Ed “Volcano Man” Williams
- Additional Research: Rick Bancroft and Mark Mazer
- Order of Battle: Mike Avanzini
- Playtesters: Panzergruppe Saunders
- Gold Release: David Freer with Wargame Design Studio
System RequirementsWindows Vista, 7, 8, or 10
Processor: 1 GHz
Disk Space: 1 GB
Memory: 1 GB
This wargame is for sale at The John Tiller Software Store