Kanev: Parachutes Across the Dnepr, September 1943
Very Good Unpunched Copy
Kanev: Parachutes Across the Dnepr, September 1943, is a war game that explores the confrontation between Soviet and German forces at the lower Dnieper river
Kanev: Parachutes Across the Dnepr, September 1943, is a war game that explores the confrontation between Soviet and German forces at the lower Dnieper river
Description
Very Good Unpunched Copy
Kanev: Parachutes Across the Dnepr, September 1943, is a war game that explores the confrontation between Soviet and German forces at the lower Dnieper river in September 1943, which featured the largest Soviet airborne offensive during World War 2. Players assume command of either army and take turns to execute their orders for their forces.
In this game, units exert a zone of control around them, forcing opposing units to maneuver around them to avoid being stopped in their tracks. Engagements between units are resolved by consulting results of dice rolls modified by terrain, leadership, and other factors against charts. Airborne assaults and air support are also part and parcel of the combat. Keeping units in reserve is a strategical option, allowing players to immediately exploit breakthroughs and redeploy after battles.
The game ends after a certain number of rounds. The players total up their victory points (typically for occupying strategic locations with their units) and whoever has more is the winner.
Game Scale:
Turn: 8 hours
Hex: 1.67 km
Unit: Company to Division
Game Inventory:
One 21" X 32" mapsheet
One countersheet (200 1/2" counters)
One 12 page rules booklet
Designer John Prados 1981
Kanev: Parachutes Across the Dnepr, September 1943, is a war game that explores the confrontation between Soviet and German forces at the lower Dnieper river in September 1943, which featured the largest Soviet airborne offensive during World War 2. Players assume command of either army and take turns to execute their orders for their forces.
In this game, units exert a zone of control around them, forcing opposing units to maneuver around them to avoid being stopped in their tracks. Engagements between units are resolved by consulting results of dice rolls modified by terrain, leadership, and other factors against charts. Airborne assaults and air support are also part and parcel of the combat. Keeping units in reserve is a strategical option, allowing players to immediately exploit breakthroughs and redeploy after battles.
The game ends after a certain number of rounds. The players total up their victory points (typically for occupying strategic locations with their units) and whoever has more is the winner.
Game Scale:
Turn: 8 hours
Hex: 1.67 km
Unit: Company to Division
Game Inventory:
One 21" X 32" mapsheet
One countersheet (200 1/2" counters)
One 12 page rules booklet
Designer John Prados 1981