WURZBURG
- INTRO:
- Wurzburg is a battalion/regimental
level simulation of hypotherical combat in Southern
Germany in the 19970's. Wurzburg has been chosen as the
local for these battles primarily because of its
geographic location: half-way between the East German-Czechoslovak
border and the Rhine River. In addition, it occupies a
central position with regard to the Fulda Gap and the
Hoff Gap; the two main invasion routes from the east. The
Wurzburg area contains a number of first class roads and
thus becomes a bit of a "bottleneck" if it can
be held by American forces responsible for this area of
Germany.
-
CREDITS:
- Publisher: SPI - 1975
- Designer: James F. Dunnigan
- Developer: Howard Barasch, Irad B. Hardy,
Edward Curran, Jay Nelson
- Graphics: Redmond A. Simonsen
- GAME
SCALE:
- Each turn is 12 hours of real time, each hex is 1 mile,
American units are Battalion. Soviet units are Battalions
and Regiments.
- MINI-REVIEW:
- Wurzburg comes with four scenarios.
Advance to Contact starts with an empty map and whoever
owns the most of Wurzburg near the center of the map
after six turns wins. The Siege of Wurzburg has part of
an American Mech Division holding out against two Soviet
Mech Rifle Diviions for eight turns. The Soviets must
control ALL of Wurzburg to win. The Gramshalter Wald is
my favorite scenario with the Soviets and Americans
spread out across the map, Soviet reinforcements arriving
early in the game and American reinforcements arriving
late in the game giving both players a chance at the
offensive. The Americans must keep the Soviets away from
the Autobahn that supplies the Germans and Americans
defending the Hof Gap. The Main River Line has the
Americans trying to push the Soviets off the map and they
get all the pieces in the game. Wurzburg is one of my
favorite Quad games after Golan and Chickamauga.
- SEQUENCE
OF PLAY:
-
1. Special Weapons Interphase (Nuclear Weapons)
2. Soviet-Player Turn
1. Movement Phase
2. Combat Phase
3. American Player-Turn
1. Movement Phase
2. Combat Phase
4. Game-Turn Indication Inter-Phase
-
COUNTER LIST:
- In case you need to replace a counter.
-
AMERICAN:
- 3-3-12 Armor Battalion
- 6/1, 1/2, 2/2, 3/2, 5/3
- 3-2-12 Amror Battalion
- 2/Ca, 1/1, 2/1, 3/1, 4/1, 5/1, 1/3, 2/3, 3/3, 4/3
- 2-3-12 Mechanized Battalion
- 1/Ca, 1/1, 2/1, 3/1, 4/1, 5/1, 1/3, 2/3, 3/3, 4/3, 5/3, 6/3
- 2-1-13/1-12 Artillery Battalion
- 2 units
- 2-1-7/1-12 Artillery Battalion
- 6 units
- 1-2-7/2-12 Artillery Battalion
- 6 units
- 2-3-2/1-30 Helicopter Company
- 1 unit
SOVIET UNION:
- 4-2-12 Armor Regiment
- 229/9, 230/9, 231/9, 23/20, 24/20, 25/20
- 3-2-12 Mechanized Battalion
- 1/27, 4/27, 7/27, 1/39, 4/39, 7/39, 1/57, 4/57, 7/57
- 1-2-12 Mechanized Battalion
- 1/9, 2/9, 3/9, 1/20, 2/20, 3/20, 2/27, 3/27, 5/27, 6/27,
8/27, 9/27, 2/39, 3/39, 5/39, 6/39, 8/39, 9/39, 2/57, 3/57,
5/57, 6/57, 8/57, 9/57
- 7-2-7/1-9 Artillery Brigade
- 1 unit
- 5-1-7/1-9 Artiller Regiment
- 2 units
- 4-1-8/1-9 Artillery Brigade (Rocket)
- 1 unit
- 4-0-8/1-9 Artillery Battalion (Rocket)
- 4 units
- 3-1-11/1-9
- 1 unit
- 3-1-7/1-9 Artillery Brigade
- 3 units
-
Game introductions in italics are directly from the game rules
or game box.
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