Königsberg: The Soviet Attack on East Prussia, 1945 cover
2018BGG rank #6,386

Königsberg: The Soviet Attack on East Prussia, 1945

by Stefan Ekström · Revolution Games (II)

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Players1–3
Time240–480m
ComplexityMedium-Light
Age12+

About the game

What is Königsberg: The Soviet Attack on East Prussia, 1945?

Konigsberg: The Soviet Attack on East Prussia, 1945 simulates the Soviet Attack by the 2nd and 3rd Belorussian Fronts on elements of Army Group Center in January, 1945. Each corps and army is represented by an activation chit and each side has a limited number of activation's they can use in a turn. This leads to players uncertain as to when or if formations will move or fight when they want. The Soviets offensive is mobile but quickly out paces its infantry and HQ's, random events can ground the Soviet Air Force or Stalin may intervene and delay some formations. The Germans units get hit hard and each move is critical to blocking the Soviets from the critical cities of Elbing and Konigsberg. Your motorized formations can be hit by no gas or the Gross Deutchland could withdraw when you need these units to defend a critical location. Can you replicate the epic defense of Konigsberg or will the Soviet onslaught win the day? Game Scale: Game Turn: 2 days Hex: 5 miles / 8 kilometers Units: Kampfgruppe to Corps Game Inventory: One 22 x 34" full color map One dual-side printed countersheet (280 1/2" counters) One 12-page Konigsberg rulebook One Cover Sheet/Player Aid Card One Plastic zipper bag Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-10 hours Note: Players will need to provide one 6-sided die and one container with which to draw out Command & Activation chits.

How it plays

Mechanics

Chit-Pull SystemDice 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 Königsberg: The Soviet Attack on East Prussia, 1945?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?