Red Typhoon: The Soviet Winter Counter-Offensive, 1942 cover
2017BGG rank #9,312

Red Typhoon: The Soviet Winter Counter-Offensive, 1942

by Shigeru Hirano · Banana Games

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Players1–2
Time240–420m
ComplexityLight
Age0+

About the game

What is Red Typhoon: The Soviet Winter Counter-Offensive, 1942?

Description from the publisher: Red Typhoon is a redesign by Revolution Games of the fourth game of the popular PANZER KORPS series; originally published by Command Magazine Japan. Red Typhoon simulates the early 1942 Russian counter-offensive in front of Moscow that almost destroyed Army Group Center. Can you as the Soviet player complete the destruction or can you as the German player survive the Soviet onslaught. Red Typhoon is a two player game following an IGO-UGO turn sequence with activation points controlling the movement and attack of each of your formations. This means that some units will not move or attack, some will just move or just attack and some will both move and attack. The players choices of how to use his activations is the most important decision in the game. Combat is fairly traditional with the additions that units are retreated by the attacking player and that retreated units are disrupted. Players able to take advantage of these two factors will be successful. The game starts with several large Soviet breakthroughs that the German player must skillfully plug and in certain situations counterattack. There are special rules for German panzers, Soviet Airborne and Partisans. First published as Panzer Korps 04: Red Typhoon in Command Magazine (Japan) #85 (Mar-Apr 2009)

How it plays

Mechanics

Action PointsDice RollingHexagon GridZone of Control

On the shelf

Categories

WargameWorld War II

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Red Typhoon: The Soviet Winter Counter-Offensive, 1942?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?