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A Victory Denied

A Victory Denied

  • Description

    International Game Series game from Multi-Man Publishing.

    In July of 1941, the German Army stood at the very door of Moscow. The Soviet forces before them had been routed and the path to yet another great victory for the Wehrmacht was seemingly undefended. But it was here that the Russian Army successfully rallied. For the first time in this terrible war, the Germans faced an enemy that was implacable and resolute. With victory so close, and with Germany closer to world domination then they would ever be before or since – the Russian line held – it was A Victory Denied.

    Building on the enormous critical success of A Victory Lost, A Victory Denied is a wargame that offers the same elegant simplicity of A Victory Lost but also covers the unique aspects of this great battle. While the system remains the same, upgraded supply rules and command structure rules will be added to model how important these problems were in this battle – and air power and Stalin’s Organs will make their first appearance in the system. But what made A Victory Lost so special will still be in full force – easy rules, unpredictable chit pulls, wild game play, and the ability to play the game almost right out of the box.

    Solitaire rating: Excellent
    Complexity: Low
    Playing time: 6 hours
    Scenarios: 1

    Components:

    • 1 32 by 22 map
    • 280 1/2” counters
    • 16 page full color rulebook
    • 2 player aides
    • 1 six-sided die
    • 1 ten-sided die

    Online Play


    MMP edition Errata:

    1.) the Motorized HQ that enters on turn one may strat move to enter but only uses its regular movement allowance - thus it may move up to 10 hexes when it enters.

    2.) if the German player is unable to enter the map from the Minsk pocket due to soviet presence on turn 4 or later, the entering units are delayed until there is room to enter. After turn 4, no additional 9th army chits may be received for just entering HQ units.

    3.) Clarification on 12.6. In AVD, you relocate at least 4 hexes towards the same supply source but as long as you displaced at least 4 hexes, you can keep going as far back as you want until you are happy with the hex it is in.

    4.) You can't purchase/add to the cup a chit that has already been drawn that turn.


    Microbadge:
    mb

  • Details