Undaunted: Stalingrad
/Interesting afternoon at friend Neil’s the other day: a session playing through three games of Undaunted Stalingrad.
Undaunted: Stalingrad is a two-player tactical board war game from Osprey Publishing set during the 1942 Battle of Stalingrad, in which one player commands Soviet forces and the other German forces. It is primarily a campaign game, with up to fifteen linked scenarios in which the results of one battle carry over into the next. The game represents a platoon through a deck of cards, with individual cards corresponding to soldiers and officers on the battlefield. What makes Stalingrad particularly distinctive is its persistence: casualties can permanently weaken your force, soldiers can gain upgraded abilities, and the urban battlefield itself can change as buildings are destroyed or control of areas shifts.
In terms of game mechanics, Stalingrad combines deck-building, hand management, area control and tactical combat. Each round players draw four cards and secretly choose one to bid for initiative; the player with the higher initiative acts first. Cards are then played to activate their corresponding units, allowing them to move, attack, suppress enemies, scout, take control of territory or perform specialist actions. Combat uses dice against a target's defence, with terrain and range affecting the difficulty. Importantly, when a soldier suffers a casualty, the corresponding card is removed from your deck, meaning your army literally becomes less capable as the campaign progresses. Units can also become suppressed or routed, while successful actions can improve soldiers and add new cards to your force. This creates a particularly interesting tension between winning the current battle and preserving enough of your army to survive the later scenarios.
We weren’t doing anything as sophisticated as playing through the full campaign: instead, we played through the same scenario three times, with me taking the Soviets on each occasion. More impressively, Neil had created his own system of terrain tiles, which mimicked the boards that come in the box, along with a set of playing pieces to use instead of the counters. This made it feel much more like a proper wargame than a board game—a rather enjoyable hybrid of the two, although the mechanics are firmly those of a board game rather than a traditional wargame.
As I said, we played the same scenario three times, with my Soviets attempting to prevent Neil’s German tanks from capturing a particular terrain tile. Although I lost all three times, I had fun, which is the point after all! In terms of gameplay, I’d suggest that knowing the game mechanics inside out is more important than having any particular strategic or tactical knowledge of World War II warfare. But then, the game never claims to be anything other than what it is: a highly enjoyable tactical board game set against the backdrop of the Eastern Front.
