Drive on Moscow, a computer game developed by Operation Typhoon, is based on the premise of a German attack to seize the Kremlin. Games available for iPad and PC it puts two players in command of the German and Soviet soldiers.
Even after seventy five years, this question remains tempting: what if the Germans managed to seize Moscow on December 1941? Will the Soviet union collapse or continue to stand? Will the Russian war machine be so paralyzed that the Germans can move his troops west to destroy the Anglo-American people, or is the eastern Front going to finish Germany?
Drive on Moscow is a computer game developed by Operation Typhoon, based on the premise of a German attack to seize the Kremlin. Games available for iPad and PC it puts two players in command of the German and Soviet soldiers.
The game map extends from Bryansk and Rzhev to the south, to Kalinin and Kursk to the east and west, then to Moscow to the north. The field offers an advantage for attackers and defenders: an open country mix is ideal for pansers, forests, and cities that protect Soviet infantry, plus rivers that inhibit attack operations.
According to Michael Peck’s explanation in The National Interest, in this German game began with all their troops on The map, with about fifty infantry troops and a wide range of pansers and motorized infantry divisions. Whereas the Soviets began with fewer troops, but they gained abundant reinforcements over time, including the trained Siberian elite forces, and equipped for winter operations.
Each unit is characterized by one to six dots representing a power point, indicating how many times the unit is firing during a battle, and also how much damage it can absorb.
Drive on Moscow mechanism is simple and abstract. The player activates one area at a time by clicking on it with the mouse or tapping the touch screen. Once activated, all units in that space can move or fight. Infantry can move a single chamber and the mechanical unit can move two chambers.
The Unit must attack if it enters the existing space of the enemy. The combat system is short and smooth. During the battle, the unit shoots once per power point. Each infantry point has a 30 percent chance of targeting. The Elite Unit, which includes several divisions of German Panzers and Soviet guard troops, gets a bonus when attacking. Defensive terrain, such as forests, towns, and rivers, reduces the number of attacks. Each attack removes one power point, and can also force enemy units to retreat.
Units surrounded by enemy controlled space cannot track supply, meaning they cannot move or attack unless the relief forces come. The troops that ran out of supply continued to lose strength points and could eventually be defeated. However, Germany does have an air supply at the beginning of the game to help isolated units.
By far the most impressive in Drive on Moscow is the concept of time, Michael Peck reported. Each turn of the game represents 72 to 120 hours, or three to five real-day time. Theoretically, a player must be able to activate his troops until they are all ready to be deployed.
However, whenever a player activates his troops in a space, between zero and eighteen hours the game time is deemed to have passed (it will take more time during bad weather, reflecting the difficulty of fighting in the mud or snow). This means, during the clear weather at the beginning of the game, Germans have the time to activate most of their troops. But during bad weather, Germans may just get a chance to move and fight with several units.
Operation Barbarossa began with an explosion in June 1941, when the Germans attacked Soviet troops, swallowing five million victims in five months. It ended in Moscow on December 1941, when the Wehrmacht ran out of fuel, ammunition, and food. Not only is the shortage of supply, but the supplies there can not be transported fast enough on horse-drawn wagons, damaged Russian railways, and insufficient truck capacities.
Thus, in Drive on Moscow, a number of German mechanical units will be mobilized to reflect the shortage of fuel. In addition, while the Soviets had a replacement to refill the already empty units on the map, Germany gained only a few replacements, especially for vital mechanical units.
The cold Russian weather is also an important factor in combat. When the game starts at the end of September the weather is sunny. But then the terrain turned into muddy in October, which restricts movement. Mud and rivers became frozen in November, which helped Germany. Snow fell in December, which again limited the German movement. Unfortunately, in December the Soviet union gained Siberian reinforcements, just as Germany lacked troops and supplies.
The Soviets began a game with a small number of unorganized troops. But if they can survive, German advances will cease. Then the Red Army could perform counterattacks in December and January, when Siberian tanks and infantry troops hit the already-draining German forces and supply.
Drive on Moscow can be played alone against the computer or played both with friends. It’s a thrilling contest between two desperate soldiers, who struggle on their endurance limits.