Undaunted: Stalingrad
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Undaunted: Stalingrad

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Stalingrad, 1942 was a pivotal battle in WWII. For over five months the German forces tried to oust the Soviet Red Army in bitter fighting before finally capitulating after being cut off and surrounded.  Undaunted: Stalingrad gives you the chance to recreate this epic struggle. Can you succeed and change the course of history?   Undaunted: Stalingrad, unlike other titles in the U…
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Stalingrad, 1942 was a pivotal battle in WWII. For over five months the German forces tried to oust the Soviet Red Army in bitter fighting before finally capitulating after being cut off and surrounded. 

Undaunted: Stalingrad gives you the chance to recreate this epic struggle. Can you succeed and change the course of history?  

Undaunted: Stalingrad, unlike other titles in the Undaunted series, is intended to be played in a 15 battle-long, Legacy style, campaign. Achievements, losses and experience gained will be carried forward to your next battle. The destruction of the city and the losses were substantial and this is represented by changing player Card Decks and City Tiles throughout the campaign. 

Contents include: 

375 Soldier Cards 

129 Map Tiles 

204 Tokens 

4 dice 

4 Booklets 

The box has special insert trays to hold separately; your current deck, locked cards, upgrades and those cards that are lost and removed from the campaign. 

There are also two separate trays for the City Pool tiles. One for the current City Tiles and one for the Transformed City Tiles which are used to replace the originals as the campaign progresses.  

Each of the 2 players has separate RPG style scenario booklets which give briefings on the battle before them dependent on the outcome of the previous battles. These develop over the course of 15 branching scenarios  

Unlike other Legacy games, Undaunted: Stalingrad can be completely reset to the start allowing you to replay the campaign exploring its’ other branches.  

Undaunted: Stalingrad is a monumental standalone game that expands the series’ scope and challenge beyond anything that’s come before, introducing new units and actions and the all-new integrated branching campaign.  

Undaunted : Stalingrad  features more than 300 unique illustrations by Roland MacDonald and 150 evocative mission briefings written by acclaimed author Robbie MacNiven. 

Age: 14+ Players: 2 Playing Time: 45-60 per battle 

Awards

Golden Pear

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Massive map of Stalingrad
  • Quality and quantity of components
  • Evolution of combatants and terrain
  • Well-designed card sorting component insert trays

Might Not Like

  • Plans thwarted by lack of cards
  • Possible stalemates
  • Action can get bogged down
  • Weight of box!
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Description

Stalingrad, 1942 was a pivotal battle in WWII. For over five months the German forces tried to oust the Soviet Red Army in bitter fighting before finally capitulating after being cut off and surrounded. 

Undaunted: Stalingrad gives you the chance to recreate this epic struggle. Can you succeed and change the course of history?  

Undaunted: Stalingrad, unlike other titles in the Undaunted series, is intended to be played in a 15 battle-long, Legacy style, campaign. Achievements, losses and experience gained will be carried forward to your next battle. The destruction of the city and the losses were substantial and this is represented by changing player Card Decks and City Tiles throughout the campaign. 

Contents include: 

375 Soldier Cards 

129 Map Tiles 

204 Tokens 

4 dice 

4 Booklets 

The box has special insert trays to hold separately; your current deck, locked cards, upgrades and those cards that are lost and removed from the campaign. 

There are also two separate trays for the City Pool tiles. One for the current City Tiles and one for the Transformed City Tiles which are used to replace the originals as the campaign progresses.  

Each of the 2 players has separate RPG style scenario booklets which give briefings on the battle before them dependent on the outcome of the previous battles. These develop over the course of 15 branching scenarios  

Unlike other Legacy games, Undaunted: Stalingrad can be completely reset to the start allowing you to replay the campaign exploring its’ other branches.  

Undaunted: Stalingrad is a monumental standalone game that expands the series’ scope and challenge beyond anything that’s come before, introducing new units and actions and the all-new integrated branching campaign.  

Undaunted : Stalingrad  features more than 300 unique illustrations by Roland MacDonald and 150 evocative mission briefings written by acclaimed author Robbie MacNiven. 

Age: 14+ Players: 2 Playing Time: 45-60 per battle 

Undaunted Starlingrad Review

“The growl of the bombers passing overhead echoed up and down the street, vibrating through Max Schroder’s body. He stared up at them, a phalanx of cruciform shapes crossing the leaden vault overhead, heading east towards the Volga.”

Thus opens the German Briefing for the first scenario of Undaunted: Stalingrad introducing us to Platoon Sergeant Max Schroder who will lead his two squads of troops through the strife-torn streets of Stalingrad. His Soviet counterpart, Uri Mikhailov, will get a different briefing reflecting the same scene because Undaunted: Stalingrad brings story-driven RPG elements and Legacy-style changes to the tried and tested Undaunted system.

An Unexpected Legacy

Undaunted: Stalingrad takes everything Osprey Games have done with the series so far and turns it up to the max (no offence, Herr Schroder). We have a compelling branching storyline that will take us across 15 scenarios to a final, climactic battle for control of the Volga hub that gave access to the Caucasian oilfields. There are 375 soldier cards to not only represent the Platoons that face each other and all their support specialists and weaponry but also the Reserves that will replace casualties and the Upgraded versions of the soldiers as they gain experience.

Similarly the 129 map tiles not only represent a massive 72 tile depiction of the streets centred on Pavlov’s house on the edge of 9 January Square but also how those same streets are changed by being fortified or by being reduced to rubble.

They form a detailed graphical representation of an area South of central Stalingrad accurately depicting all the key landmarks as evidenced in the aerial photograph taken at the time. The artwork here and on the hundreds of individual soldier representations by Roland MacDonald is exemplary.

Undaunted: Stalingrad’s gameplay builds on the basic Undaunted card-based system. You have a Supply of all the units available to you in the scenario plus Fog of War cards which represent lost actions. In this campaign the basic supply for both sides is two squads each of 11 men : 5 Riflemen, 3 Machine Gunners and 3 Scouts led by a Squad Leader under the overall command of the Platoon Sergeants Max and Uri. The Supply is bulked out with 10 fog of War cards. From this supply, you make a Starting deck of the Platoon Sergeant and a Squad leader, Rifleman, Scout and Gunner from both Squad A and Squad B plus 2 Fog of War cards. You may also get additional specialist and support troops added to the deck.

Undaunted Starlingrad Box

Actions Speak Louder Than Words

The cards in your deck relate to the combat counters on the battlefield which are multi-man units. Thus your Rifleman A counter represents all 5 Rifleman A cards. When a casualty is taken one of these cards is lost but the combat counter remains. If there are no more cards in your deck the unit is routed.

Undaunted: Stalingrad is played in a number of player turns. Each turn both players draw 4 cards. They use one to determine who goes first. Then play their remaining 3 cards as actions for their combat counters. Officers who are not represented on the playing area provide Support actions. Note with 3 commanders out of a total of 11 cards in your Starting Deck you’ve got a better than 1 in 4 chance of getting one. So roughly a Support action from one of them each turn. Some of these Support actions let you add further cards into your playing deck or remove them back to Supply for safety.

The fighting men (or in some Soviet cases women) area move from tile to tile and conduct operations specific to their class. No troops can move into a tile until it has been scouted by a Scout even if they’re moving into a tile containing the enemy. The Scout can also remove Fog of War cards from your deck or add them to the opponents. Only a Rifleman can take Control of a tile – important for victory purposes and Gunners have increased fire-power for Attack and only they can Suppress units. As the campaign develops other units are fed into the mix with their own unique skills. Snipers “reach out and touch” from a distance. Engineers blow things up and can lay mines.

In addition a whole range of heavy support units are introduced. The Soviets have Artillery, AAA and Anti-tank guns whilst the Germans have Stukas and Stugs (Assault Guns). Both sides will have tanks: Panzer III  and IV for the Germans and T34, T34-76 and KV I for the Soviets. Tanks are handled differently to how they were when they were introduced in Undaunted: North Africa and are treated as they were in Undaunted: Reinforcements – like other units only with an Armoured Defence value and can only be attacked by Anti-tank and Demolitions.

There are also a number of specials: Romanians, Sharpshooters, Partisans and the Night Witch adding variety to later scenarios.

Turns continue until one side has met its victory conditions and then we move on through the Campaign steps.

Counting The Cost

Each commander notes the victor in their own Scenario book. They may also have to log on the small map picture that one side has control of a key area. Then note the next scenario and their briefing paragraph to set the scene. The numbers are the same for both but the text is specific to them.

The consequences of the previous combat are then resolved. Depending on casualties taken up to 3 randomly-selected soldier cards will be removed. These are permamently removed from the campaign but do NOT rip them up! This is not a classic Legacy game but one that can be reset for further play. The cards have individual (fictitious) soldier names and these combatants are now gone. They are replaced, however, by Reserves. These new blood have their own identities but will have lesser abilities.

On the other side of the coin, two surviving squad members will have their abilities upgraded. These fighters are replaced by better versions of themselves. An Upgrade deck contains Upgrades for every soldier. You find the Upgrade card with the same code number on it (Yes, there is a code number on each of the cards. It’s just written in a very tiny light grey font! Yes it is. Look it’s there on the bottom right hand corner. Got it now? Good!) and swap it for the standard one. This will be the same named soldier – only better.

The very elegantly designed storage trays in the box allows you to keep all the decks separate and maintain your one Supply Deck that will last you through the campaign.

Similarly board tiles can be swapped to show destruction or fortification.

Undaunted Starlingrad Board

Volga Factions

You then roll on to the next scenario. A new area will be depicted, usually adjacent to the previous action, with the starting locations of the Combat counters shown. Often the side that lost the previous scenario will get new troops or support to help with this one with the other side getting them later. This balancing effect helps the pendulum swing back and forth and key areas will be fought and re-fought over many times.

It’s here where the quality of the scene-setting briefings by Robbie MacNiven prove their worth as you get drawn into the lives of Max and Uri and their squads as their struggle evolves. The early missions introduce new units and actions and I found myself pushing on to see what comes next. After a couple of successful scenarios for the Germans, the Soviets brought up artillery that absolutely obliterated both Pavlov’s house and Zabolotny’s House, the two so-called “lighthouses”, reducing them to piles of rubble yet still the Germans clung on. So then the German Engineers arrive to attempt the destruction of the NKVD HQ in the Waterworks and on it goes until a final climactic battle that decides their fate and that of Stalingrad itself.

To The Last Man And Bullet

Undaunted: Stalingrad is a masterwork. With its peak production values, well-crafted storylines, historically accurate artwork, efficient storage solutions and clever combat system it presents a perfect blend of form and substance to represent this epic battle. Stalingrad was the bloodiest battle of the entire Second World War. The Undaunted system gives you an easy-to-grasp-and-play system that gives you the chance to get the feel of the events that unfolded in the Autumn/Winter of 1942/3 without getting bogged down in horrendous detail.

If you’ve tried Undaunted games before and have not been keen, this one might just change your mind. On the other hand, if you already are an Undaunted fan then entrench yourself on the banks of the Volga in Undaunted: Stalingrad.

” ‘Prepare yourselves, comrades,’ the lieutenant said, as the crump of exploding shells began to filter down to them. ‘The time for battle is upon us'”

 

Editors note: This post was originally published on November 14th 2022. Updated on 11th September 2024 to improve the information available.

Clear The Decks

Undaunted: Stalingrad uses a deck of cards to represent all the soldiers in your platoon. These soldiers all have individual portraits and names. Through the campaign their abilities will upgrade with experience but if they become a casualty they are permamently lost to be replaced by a fresh recruit with reduced skills.

These soldiers are grouped by class into a combat unit that takes actions on the tiles of the playing area. Thus the 5 Riflemen are represented by the Rifleman combat counter. There are 3 soldiers in the Machine Gunners unit and the Scouts. When support units arrive such as Snipers and Engineers they will also have 3 members. These units are grouped into two identical squads: A and B. These are the same for both the Germans and the Soviets. (This  seems to be more for play balance than historical accuracy).

The 3 commanders on each side: 2 Squad Leaders and the overall Platoon Sergeant, are not physically represented on the battlefield and are immune from effects, both good and bad, except via the text in the RPG inspired scenario briefings.

Your full deck is your Supply. This is openly laid out by unit so either side can see what’s in it. With it are 10 Fog of War cards that represent lost actions. From this you build your Starting Deck. This will consist of the 3 officers and a Rifleman and Scout from both squads plus 2 Fog of War cards. You may also be allocated additional support units in the scenario set-up. This deck will show the first troops in action.

From this deck, you will draw 4 cards each turn which provide actions for the corresponding combat counters. Nearly all will have the ability to move or fire at the enemy and they will also have additional actions specific to their class. Command actions can Bolster this deck with more cards from your supply. This will increase the chance of you getting actions for the units you want. It is also the way in which units that are not initially on the board get introduced.

It is important to realise that only cards in this deck can be taken as casualties. A successful attack on the board means a corresponding card of that type is removed:  from the hand, play area, discard pile or the deck but not from the Supply. If there is no corresponding card the on board counter is routed. A routed unit can only be brought back into Action by Bolstering a card of that type into the deck. Therefore it is vital to keep at least one card of each type back in your supply. If a unit is in peril you can have it Hunker down. This takes the card back into Supply. This will then be safe from taking casualties though it can be routed. It will also not take actions.

Most of the scenarios require objectives to be controlled. This can only be done by Riflemen. You can win any scenario (unless specifically stated otherwise) by inflicting a Full Rout at any time all your opponent’s Riflemen are routed. Also if all your Riflemen become casualties you’ll be unable to control any more objectives and if you need to do this to gain victory you may as well Withdraw.

Street By Street, Block By Block

Undaunted: Stalingrad is played in a number of scenarios, 15 in the full campaign, played over a section of the 72 tile depiction of an area South of Central Stalingrad around the 9th January Square. There are many ways the campaign can go before culminating in one of 14 endings.

Each commander reads the scenario briefing from their own Scenario Book and is then guided to a particular scenario in it. The briefing and scenario numbers will be the same for each but they will have different texts, possibly different objectives and forces. The Map Book illustrates the tiles to be used in this scenario and the starting places for the original forces plus any control markers and objective points.

The scenario is then played in a number of player turns. Each turn both players draw 4 cards from their Starting Deck. They simultaneously reveal one to determine Initiative. The player with the Initiative then plays their 3 remaining actions followed by the second player. Rounds continue until one side has gained their victory conditions.

After the end of the scenario, both commanders write who won in their Scenario book. This will lead them to a Game State which they also record, the new Briefing and the next Scenario. All these numbers should be the same for each player.

The effects of the previous combat are then borne out in the Card Decks. Depending on the number of casualties just sustained a certain number of active participants are lost. These are replaced by nameless Recruits. Their names are not noted to reflect the impersonal nature of endless raw recruits being pushed into the front line.

Alternatively, two of the combatants on each side are Upgraded to give them new abilities gained through their battle experience.

Play continues, one scenario after the next, as the battle ebbs and flows, often across the same key areas until one side emerges victorious from the final confrontation.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Massive map of Stalingrad
  • Quality and quantity of components
  • Evolution of combatants and terrain
  • Well-designed card sorting component insert trays

Might not like

  • Plans thwarted by lack of cards
  • Possible stalemates
  • Action can get bogged down
  • Weight of box!