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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