FALL OF STALINGRAD by Joni Nuutinen

LINKS:
⊕ Play Store
⊕ Amazon
⊕ free turn-limited at Amazon
⊕ free local turn-limited APK to sideload
Can you stabilize the crumbling front line after Soviet attack encircles the 6th Army, and hold on long enough to eventually launch a counterattack to free the out of supply units and turn the dangerous situation around.
⊕ Taking place in: 1942-11
⊕ Map size: 2000 = 50 x 40 hexagons
⊕ Specials: Initially highly defensive struggle with plenty of lower quality Axis troops before the panzers arrive
⊕ Released: 2015-03
WELCOME:
Fall of Stalingrad is a turn based strategy game set on the European Eastern Front during the Second World War. You are in command of the Axis forces when the Red Army launches Operation Uranus-The encirclement of the German 6th Army located in the Stalingrad Area.
VICTORY CONDITIONS:
The object of the game is to hold the collapsing front line and gather enough troops for a counter-strike to free the 6th Army, and then using the freed forces control the entire area of the map. Failing that, your score will be the number of turns you managed to hold on before collapsing to zero VPs.
PLEASE NOTICE:Troops in the Stalingrad Area have limited movement for some time (lack of fuel, not having horses to pull equipment, orders to keep Stalingrad, etc.).
QUICK TIPS: Settings: You can change hexagon size, city icons, unit icons, and many other aspects from settings, or via the four round buttons in the upper-left corner of the gaming view. Unit markings: Lower left corner shows HPs (Hit Points), upper left corner shows the number of MPs (move points), right side has several type of markings: warnings on red, attached resources on white, ground information (what's under unit icon) is marked on green. Zooms buttons (Z) are located on upper-left corner. TMP-system: By controlling Key Tactical Locations (green diamonds) you will gain TMPs (Tactical Move Points), which can be used to move between two hexagons sharing Tactical Route (yellow-green arrow between the hexagons) without losing regular MPs. Combat core concepts: adjacent units critically support each other in battle: encircling is often more efficient than using brute-force direct attacks.
CAMPAIGN NOTES:
Victory Condition: Control all Victory Points (VPs) which are gained from cities.
Stalingrad: Due to supply issues, giving away most of their horses, etc, units in Stalingrad have reduced movement which will eventually return to normal.
The north-most Italian divisions of the 8th Italian Army will arrive as reinforcements in later turns.
Army markings: Italians are marked as AR due to being Armata Italiana in Russia (ARMIR) AKA 8th Italian Army (marker I8 would just look like the number eighteen and confuse everyone). Romanian 3rd and 4th armies are R3 and R4, while German 1st and 4th Panzer armies are P1 and P4.
Minefields and dugouts placed really really far away from the front line (like over 10 hexagons) might be removed from the play to keep rear area structures filling up the memory.
Some slightly incorrect military-history terms (like Fort for minor dugouts) are used simply because they are short (map won't be flooded with long text tags) and these terms are known to even non-native English speakers.
Scenario Specific documentation that includes links to more generic documentation on how the game series and the underlying game engine works.
To get a feel play the free turn-limited demo version (sideload or Amazon App Store), while screenshots are available on the app stores. No ads or tracking in these either.
⊕ Back to main page
⊕ FAQ (Frequently Asked Questions) about game series overal
⊕ Developer Log: tidbits about military history and scenario updates
⊕ Sortable Table of all campaigns