<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Objective Moscow: the Death of Soviet Communism</title>
	<link>http://www.boardgamegeek.com/boardgame/6270</link>
	<language>en-us</language>
	<lastBuildDate>Thu, 20 Nov 2008 20:38:16 -0600</lastBuildDate>
	<pubDate>Thu, 20 Nov 2008 20:38:16 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: I am desperate...</title>
	<description>Yes got it... &lt;br&gt;&lt;br&gt;problem the package wasn't perfect and the copy came with counters everywhere from the road to my home... almost found every counter and tracking the missing ones... I have the scan and I am ready to prudce the missing ones (ok in case fo some russian units the missing ones are a lot... o my good... but I am good at DTP).&lt;br&gt;&lt;br&gt;Arrigo</description>
	<link>http://www.boardgamegeek.com/article/2391183#2391183</link>
	<pubDate>2008-06-12T19:23:13+00:00</pubDate>
	<dc:creator>Mad Archeologist</dc:creator>
</item><item>
	<title>Thread: Re: I am desperate...</title>
	<description>Did you ever get a copy of Objective: Moscow?</description>
	<link>http://www.boardgamegeek.com/article/2389081#2389081</link>
	<pubDate>2008-06-12T02:21:26+00:00</pubDate>
	<dc:creator>VentrueCapital</dc:creator>
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	<title>Thread: Re: Extra Counters</title>
	<description>However did you manage that?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2201988#2201988</link>
	<pubDate>2008-04-01T20:09:00+00:00</pubDate>
	<dc:creator>WatchmanX2000</dc:creator>
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	<title>Thread: Extra Counters</title>
	<description>I find that I have around 900 extra counters to the game. If anyone is looking for a couple, drop me a line at alhay@tx.rr.com.</description>
	<link>http://www.boardgamegeek.com/article/2201418#2201418</link>
	<pubDate>2008-04-01T17:41:52+00:00</pubDate>
	<dc:creator>alhay1959</dc:creator>
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	<title>Image</title>
	<description>
		Countersheet 3 Bottom &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281305_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281305</link>
	<pubDate>2007-12-21T16:19:21+00:00</pubDate>
	<dc:creator>jondwilbs</dc:creator>
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	<title>Image</title>
	<description>
		Countersheet 3 Top &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281304_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281304</link>
	<pubDate>2007-12-21T16:17:54+00:00</pubDate>
	<dc:creator>jondwilbs</dc:creator>
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	<title>Image</title>
	<description>
		Countersheet 2 Bottom &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281303_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281303</link>
	<pubDate>2007-12-21T16:15:45+00:00</pubDate>
	<dc:creator>jondwilbs</dc:creator>
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	<title>Image</title>
	<description>
		Countersheet 2 Top &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281301_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281301</link>
	<pubDate>2007-12-21T16:14:21+00:00</pubDate>
	<dc:creator>jondwilbs</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Countersheet 1 Bottom &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281300_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281300</link>
	<pubDate>2007-12-21T16:13:07+00:00</pubDate>
	<dc:creator>jondwilbs</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Countersheet 1 Top &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281297_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281297</link>
	<pubDate>2007-12-21T16:11:24+00:00</pubDate>
	<dc:creator>jondwilbs</dc:creator>
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	<title>Thread: I am desperate...</title>
	<description>I am desperate, I am trying to find a playble copy of Objective Moscow to complete my World War Three collection and do a &quot;small&quot; playing project about it (namely a history of WW3 through played games, a pet project I have from high school).&lt;br&gt;&lt;br&gt;I have missed for one week the last trading copy... I will prefer to have it on trade (feel free to perouse my trading list) or even in scanned form... if it's on the market place I will check the price (for example the current 200$ copy is a bit too much for me)&lt;br&gt;&lt;br&gt;Thanks in Advance &lt;br&gt;Arrigo&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/1481190#1481190</link>
	<pubDate>2007-05-03T21:09:47+00:00</pubDate>
	<dc:creator>Mad Archeologist</dc:creator>
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	<title>Image</title>
	<description>
		Map MOunted on Floor ! Huge map ! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic206700_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/206700</link>
	<pubDate>2007-04-25T17:05:42+00:00</pubDate>
	<dc:creator>antonmarcelo</dc:creator>
</item><item>
	<title>Thread: Chinese version of Waterloo</title>
	<description>PRC-USSR War!!!!!!!!&lt;br&gt;&lt;br&gt;&lt;br&gt;The year: 1978&lt;br&gt;The setting: the long border between the USSR and PRC&lt;br&gt;The stakes: control of the Asia half of the Soviet Union.&lt;br&gt;&lt;br&gt;Battle is joined......&lt;br&gt;&lt;br&gt;Pregame thoughts:&lt;br&gt;&lt;br&gt;PRC:&lt;br&gt;&amp;#9679;	Use a small holding force in Mongolia to hold of Soviet forces from breaking into major Chinese urban region.&lt;br&gt;&amp;#9679;	Hold area north of Tsistshar from hexes 2137-1735&lt;br&gt;&amp;#9679;	Heavy drive toward Vladivostok&lt;br&gt;&amp;#9679;	Plan well timed invasion of North Korea to pick up VP’s&lt;br&gt;&lt;br&gt;USSR:&lt;br&gt;&amp;#9679;	Hold Vladivostok at all costs!&lt;br&gt;&amp;#9679;	Push south from border area to sweep into urban region&lt;br&gt;&amp;#9679;	Push from Mongolia toward heavy urban region around Mukden.&lt;br&gt;&lt;br&gt;PRC pregame movement:&lt;br&gt;1.  13 Infantry and 3 HQ toward Mongolia&lt;br&gt;2.  5 Infantry and 2 HQ toward North Korea&lt;br&gt;3.  19 infantry and 5 HQ toward USSR front&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 1:&lt;/u&gt;&lt;br&gt;Fighting broke out quickly on the Mongolian border with some indecisive border clashes.  The PRC launched a massive offensive north of Vladivostok, only to be drive back to the NW of the city, advance toward the north in the middle of a three pronged offensive.  The Soviets responded by counterattacking in the same area.  There was a massive air battle over one area in which both sides lost two air units.  The Soviets also launched a heavy attack on the Mongolian border resulting in big victory, destroying 4 PRC infantry and 1 HQ. (Not to worry, the PLA has plenty of “volunteers” to fill the ranks).  NE of Hokang, the USSR launched another assault that resulted in a bloody stalemate with the Soviets losing two mech and the PRC two tank and an HQ.  In fighting west of Vladivostok, the PRC had two infantry destroyed.  The initial fighting proved to be quite bloody: PRC losses for the turn totaled 6 infantry, a cav, 2 tank, 2 HQ, and 2 FB!  The USSR losses: 2 F and 3 mech.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 2:&lt;/u&gt;&lt;br&gt;Fighting continued to rage around Vladivostok with both sides launching offensives that cost them dearly (PRC: 2 FB, 3 infantry, 1 HQ; USSR 2 mech).  The Chinese also launched a counterattack in Mongolia that caused destruction as well.  At the same time, the PRC began to maneuver forces to invade North Korea.  The Soviets did find some success this turn capturing Hokang.  Given the bloody fighting, the USSR had decided to mobilize 8 Peace II units and the mobilization was completed this turn.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 3:&lt;/u&gt;&lt;br&gt;On the Mongolian front, the war continued to see saw back and forth.  The PRC was driven back north of Vladivostok yet again in another failed offensive.    The Soviets launched their own offensive near Kisi hoping to capture some Chinese towns in case Vladivostok fell.  At the Battle of Mutan-Kiang the Soviets captured the city crushing 3 PRC infantry and 1 HQ.  South of Kisi the PRC was driven back three hexes as the USSR offensive gained momentum.  On the Mongolian front, the USSR smashed 4 PRC infantry and another HQ!!! &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt; The advantage had clearly shifted to the Soviet player.  The only question now was: could he outlast the Chinese in terms of units??&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 4:&lt;/u&gt;&lt;br&gt;The PRC attacked on this turn north of Vlad and around the recently captured Chinese cities only to be repulsed, but they did take some Soviet units with them in an EX result around Vlad.  The Soviets again launched a massive attack near Vlad and had a horrific air battle, destroying 2 PRC FB!  On the Mongolian front, the USSR continued its advance, destroying more PRC infantry along the way.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 5:&lt;/u&gt;&lt;br&gt;Halfway through the contest and the PRC player was contemplating a shift in strategy: set a defensive line on USSR border and strike into North Korea.  As a result, the PRC shifted more troops to the North Korean border just in case a last ditch offensive failed to capture Vlad.  And the Vlad offensive.....succeeded!!!!!! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; The PRC captured Vlad and drove back USSR forces north of the city for good measure!  Near the city of Kiamose, however, the PRC found itself driven back again as well as the Battle north of Tsitshar with advancing Soviet troops.  The Soviets massed their forces for a huge counterattack at Vlad and destroyed the PRC forces in the city, totaling 4 infantry units!&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 6:&lt;/u&gt;&lt;br&gt;The PRC again shifted strategy this turn.  Realizing the Soviets had fewer forces, the PRC decided to spread those out as much as possible.  So the PRC massed forces to drive toward Chita and Ulan Ude to draw Soviet forces from around Vlad.  The PRC continued to launch wave after wave of forces at Vlad and this time both sides lost and air unit and the USSR was driven back three spaces.  But at Kiamose the USSR held firm despite gathering Chinese forces.  The Soviets, realizing they could not lose the threatened cities, moved forces toward Chita and Ulan Ude.  The Soviets also began a strategic bombing campaign this turn, hitting massed Chinese units out in the open with devastating effect.  The Soviets again attacked north of Vlad, destroying yet more men of the PLA.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 7:&lt;/u&gt;&lt;br&gt;Another turn and another PRC attack around Vlad.  The Soviets again lost a fighter unit (which was part of the PRC strategy to wear down the USSR) The battle this time was again very bloody with the PRC losing 3 tanks units while the USSR lost 2 mech and an artillery unit.  At the 3rd Battle of Kiamose the PRC finally captured the city!!!!!  With this defeat, the Soviets realized they had held the area around Kiamose as long as they could and began to withdraw northwest to prepare to defend the city of Khabarovsk.  The Soviets continued their bombing campaign, destroying more PRC infantry.  The Soviets also abandoned Hokang as being undefendable given the massing PRC forces.  However, they left the Mutang-Kiang and Kisi salient as bait to distract the PRC as well as needing to hold on to them for valuable VP.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 8:&lt;/u&gt;&lt;br&gt;The PRC has amassed their largest forces to date against Vlad.  With the Soviet air forces now crippled, the attack went in with Chinese air support that was uncontested.  The offensive succeeded in capturing the city for a second time and, more importantly, smashed three Soviet mech units!  At this late stage of the game, the Soviets could ill afford to lose such units.  The PRC hoped to build on their success by attacking Mutan-Kiang, but found themselves driven back instead.  The Soviets decided to launch a desperate attack to recapture Vlad and sent in both bomber units with no escort! &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt; The PRC launched FB to intercept and the dice were rolled....and the gamble paid off!!  Both Soviet bombers got through!!!!! An amazing feat &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt; However, the Soviet ground forces were too weak and, despite the air power, were driven back with serious losses. On the Mongolian front, the USSR finally advanced into China itself, only to hit a strong PLA force and be defeated with heavy losses.  The last two turns would find the USSR on the defensive, trying to hold on to everything it could!&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 9:&lt;/u&gt;&lt;br&gt;The PRC launched a HUGE offensive.  PRC forces crossed back into Mongolia, inched closer to Khabarovsk, and advanced on the aircraft factory outside of Vlad.  They also pressed on the two city salient, but were repulsed.  The Soviets shifted what forces they could and decided to hold the salient at all costs given the 14 VP the two cities were worth.  The Soviets launched a counterattack near Cita trying to get to the city since PRC forces has positioned themselves between the USSR troops and the city.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 10:&lt;/u&gt;&lt;br&gt;The PRC rolled into Cita.  On the Vlad front, PLA troops captured the aircraft factory.  To the north, PRC forces captured Khabarovsk as well and succeeded in recapturing the city of Mutan-Kiang With all the losses incurred in these battles, the Soviets could not launch any counterattacks and thus the game ended.&lt;br&gt;&lt;br&gt;Final tally:&lt;br&gt;USSR: captured Kisi&lt;br&gt;PRC: Captured Vlad, Khab, Cita, the aircraft factory, port, and oil refinery as well as two major airbases.  The final tally was +25 Victory points for the PRC.  They needed +24 to win so it was a close shave!&lt;br&gt;&lt;br&gt;Post Game thoughts:&lt;br&gt;PRC needs to stretch USSR thinner at outset.  &lt;br&gt;Too many troops massed along North Korean border for invasion that never happened.&lt;br&gt;Perhaps PRC should hold Soviets and invade North Korea at the outset and then turn on USSR.&lt;br&gt;USSR needs to do more strategic bombing attacks.&lt;br&gt;USSR needs to forget Mongolian Front.  It is a waste of time.   Better to strike toward Chinese urban area from the north instead.&lt;br&gt;Overall, good game.  NATO front is next! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1302951#1302951</link>
	<pubDate>2007-01-28T01:46:12+00:00</pubDate>
	<dc:creator>catosulla</dc:creator>
</item><item>
	<title>Thread: Middle East War in 1978!</title>
	<description>Objective: Moscow&lt;br&gt;Mid East Showdown!&lt;br&gt;Note: This is the first of three session reports covering the three basic scenarios of objective Moscow.  By mutual agreement, and historical necessity, we have agreed not to use nukes in any scenario except the NATO since tactical nukes were to be an integral part to the battle plan in Europe! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Pre Game Strategy:&lt;br&gt;USA alliance: &lt;br&gt;&amp;#9679;	Push hard into Iraq and finish them off quickly (no comments, please)&lt;br&gt;&amp;#9679;	Use Iran (Iran as US ally is almost too much to bear, but remember: this game was made in 1978) to put pressure on USSR along Caspian Sea on both sides to capture cities and oil fields.&lt;br&gt;&amp;#9679;	Use Turkey to conquer Iraq and push hard into USSR along border.&lt;br&gt;&amp;#9679;	Use USA forces as needed to augment offensives&lt;br&gt;&lt;br&gt;USSR &lt;br&gt;&amp;#9679;	Do not allow NATO and US allies into Caucasus region AT ALL COSTS!!!&lt;br&gt;&amp;#9679;	Hold Iraq as long as possible&lt;br&gt;&amp;#9679;	Push forces eastward as rapidly as practicable to push into Iran along eastern border.&lt;br&gt;&amp;#9679;	Try to grab and hold at least one Iranian city&lt;br&gt;&amp;#9679;	Launch massive preemptive attack on Turkish forces.  Try to destroy along frontier, then move into Iraq.&lt;br&gt;&lt;br&gt;&lt;br&gt;Turn one:&lt;br&gt;Things got off to a good start as Iranian units &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt; skirmish near Soviet town of Askhabad.  USSR chooses to do massive mobilizing of units for war in vicinity of Alma-Alta, Semipalatinsk, Baranu, Kurgan, and Samarkand.  Big risk here since he chose to do a significant amount of peace level III units.  USSR launches massive assault along Turkish border, breaching both north and south ends of the frontier! &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt; USSR attacks Iranian units along border.  Disaster!  Lose three mech units!  USSR units advance down road toward Tehran. &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Turn 2:&lt;br&gt;Iranian units counterattack defeating USSR units north of Tehran.  Iran units invade Iraq resulting in EX battle near Abadan.  Turkish units defeated Iraq units along their border while at the same time pulling back their infantry behind river lines opposite USSR units.  USA reinforcements arrive this turn with the Marines arriving at hex 0105, US 82nd airborne to Tehran &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt; with two air units going to Tehran and one to Abadan.  Soviet forces continued to press their Turkish offensive, moving farther and farther away from their logistical base.  Iraqi forces withdraw into Baghdad and Mosul (again, please, no comments).  Two major battles fought in Turkey resulting in the loss of two Turkish infantry units for two Soviet mech units.  USSR completes mobilization of peace class II units.  Plan: strike hard into Northern Iran ASAP!&lt;br&gt;&lt;br&gt;&lt;br&gt;Turn 3:&lt;br&gt;Iran attack on Baghdad fails due to Iraqi air power.  Turkish troops begin to maneuver around Mosul to strike soon.  Iran hits Soviet city of Askhabad, capturing the city! &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; It was mainly a cakewalk since the Soviet troops gave up quickly (they were zero strength units).  Iran now will use this area to pivot north toward the oil fields and air field along SE Caspian coast.  Iraq counterattacked outside Baghdad causing heavy losses with Iraq losing an infantry unit and Iran an tank unit!  Iraq also counterattacked near Mosul crushing the Turkish infantry there!  USSR continued to press offensive in Turkey resulting in more losses.  After these latest losses, the USSR decides to withdraw troops to defensive line and move troops south along middle road toward Tehran.&lt;br&gt;Turn 4:&lt;br&gt;Iran captures oil fields along Caspian Sea while the Turks continued to prepare for Mosul assault.  USSR driving along Caspian Sea road and along middle road trying to trap US 82nd and 101 deployed there!  US forces appeared to have advanced too far and now the question was: could they pull back before they were enveloped?!?!?!??&lt;br&gt;Turn 5:&lt;br&gt;A massive Soviet offensive began to brew near Askhabad.  Rather than wait, Iranian forces headed east to meet them and try to pick them off piecemeal as they arrived.  US Marines began to close in on Baghdad and the Turks established a new defensive line vis-a-vis the USSR due to Soviet withdrawal.  The Turks were now planning to hold their infantry there and sweep into Iraq with their mech units and strike along the roads leading into the Southern Caucasus.  The USA 82nd and 101 struck Soviet forces trying to fight their way out of the pocket they found themselves in. &lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt; Turks finally overwhelmed Iraqi forces at Mosul opening road to soft under belly of Soviet position. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt; However, the USSR had as yet not noticed the danger &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt; That was probably due to their fixation with their drive on Tehran which captured the Iranian Capital! &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt; The Soviets succeeded in mobilizing 3 of 8 peace class III units.&lt;br&gt;Turn 6:&lt;br&gt;USSR forces arriving piecemeal near Askhabad prove to be excellent target.  Soviets wise up and begin to mass forces more carefully.  Baghdad falls to US Marines who now plan to head off to Tehran to help Iranians recapture their capital &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt; There was a massive, bloody battle east of Askhabad with Iran losing one mech and one tank unit and the USSR losing 2 mech and an HQ  And finally: disaster along the Caspian Sea!!!!!!!!!!!!! &lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt; Both the 82nd and 101st are destroyed leaving all of Northern Iran wide open!  Court-martials will abound after this tragedy! &lt;br&gt;Turn 7:&lt;br&gt;Surprise USSR Turkish offensive along Black Sea coast! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; The sting of this is taken out when the USSR recaptures Askhabad, putting Iran on the run.   The Turks continued to press along the Black Sea coast and at the same time.  Mosul FINALLY fell this turn setting the stage for the Turkish thrust.  Meanwhile, the USSR invaded Iran to the east capturing the city of Meshed.  With the Turkish success in the west, Soviet forces began withdrawing (with occupation foces left in Tehran) northward to counter the Turkish thrust.&lt;br&gt;Turn 8:&lt;br&gt;This turn the Turkish offensive ran out of steam along the Black Sea and Turkish troops were defeated and pushed back into Turkey.  Iran moved forces in a desperate attempt to hold the oil fields they had captured along the Caspian Coast.  The Soviets mounted a massive offensive here, smashing the remaining Iranian forces and recapturing their oil fields, causing the loss of vital VP’s for the USA led alliance.&lt;br&gt;Turn 9:&lt;br&gt;US Marines drove toward Tehran and, using massive US air power, recaptured the Iranian capital, to the rejoicing of the Iranians &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt; US and Iranian air power smashed Soviet forces along the roads leading north, causing Soviet forces to begin withdrawing toward Baku.  The Turkish offensive was finally unleashed and they succeeded in capturing the Soviet city of Yereyan! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; However, the Turks took heavy losses along the Black Sea coast in an ill advised attack, leaving the Soviets free to remove some forces to the south to counterattack at Yereyan.  The Soviets then launched a massive assault on Yereyan and there was a huge air battle over the city that resulted in the loss of Turkish and US air units.  In a very bloody fight that cost both sides four personnel points, the Soviets re-entered the city! &lt;br&gt;Turn 10:&lt;br&gt;With almost no chance left for victory the Turks launched another assault on Yereyan, only to be repulsed.  With this battle, victory was assured for the USSR!&lt;br&gt;&lt;br&gt;Post Game Comments:&lt;br&gt;&amp;#9679;	Soviet offensives in Turkey costly and not effective.&lt;br&gt;&amp;#9679;	Iran and US forces should have been split earlier into two distinct areas of responsibility even before Iraq fell.&lt;br&gt;&amp;#9679;	Failure to watch the middle road into Iran cost US alliance dearly.&lt;br&gt;&amp;#9679;	Soviet mobilization of class III units turned out okay but with a little better luck for the USA player, having that many units inactive for upwards of seven turns was risky.&lt;br&gt;&lt;br&gt;Overall a good game.  On to the PRC-USSR front! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; </description>
	<link>http://www.boardgamegeek.com/article/1294290#1294290</link>
	<pubDate>2007-01-24T02:44:10+00:00</pubDate>
	<dc:creator>catosulla</dc:creator>
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	<title>Thread: What a NATO-Warsaw Pact world war might have looked like.</title>
	<description>&lt;u&gt;Objective Moscow or what history might have looked like.&lt;/u&gt;&lt;br&gt;&lt;br&gt;Objective Moscow is a future conflict game (for its time of 1978) looking at what a war against the USSR might look like from various perspectives.  The game can be played as one monster of four map sheets set in 1978 or1998 with all possible major enemies engaged against the Soviet colossus (USA, NATO, PRC) or it can be played in smaller scenarios that cover various fronts (Mid East, PRC, and NATO).  This game can be played in a two or three player format with one player as the USSR, another as the USA alliance(and in the two player version, the PRC), and another the PRC.  For war gamers, this a typical Clausewitz type strategy game with victory points being amassed for capturing certain strategic type objectives(cities. Air factories, oil centers).  The game is on a grand strategy level since the focus is on all the possible fronts of war with the USSR.&lt;br&gt;&lt;br&gt;&lt;u&gt;Playing time:&lt;/u&gt; 6 hours plus for the monster.  I have played the scenarios in less time about three hours once you get a hang of the system.  The playing time is really indicative of the scope of the game as opposed to the rules and flow of game play.&lt;br&gt;&lt;br&gt;&lt;u&gt;Maps:&lt;/u&gt; The maps cover the fronts of the USSR and are wonderfully done.  While one might argue that todays wargames have nicer maps, for its time (1978) this would have been one of the nicer maps and is still appealing today.  Terrain features are clearly defined and the numbering on the hexes is easy to see for the most part.&lt;br&gt;&lt;br&gt;&lt;u&gt;Counters:&lt;/u&gt; The counters involve all the armies that could have been involved in a war with the USSR plus some hypothetical ones reflecting the unification concept of Western Europe.  The counters show attack strength, defense strength, and movement as well as personnel points which are used for combat (more below) Most counters are one sided so, unlike other wargames, there is no reduced side when a hit loses strength (the exception here being USA units).  The counters also have an untried side for Soviet, PRC, and some other countries.  This adds to the game and makes it more enjoyable for solitaire play.&lt;br&gt;&lt;br&gt;&lt;u&gt;Rules:&lt;/u&gt; For the most part, the rules are clearly written and can easily be picked up on after one playing of the game.  There are some interesting differences as regards this wargame with others the major ones being the following:&lt;br&gt;&amp;#9679;	ZOC do not cause a unit to stop, although it does cost extra MP to leave a ZOC.  ZOC is also not negated by a friendly unit when it comes to retreating after battle so one must be careful about being surrounded by enemy ZOC.  ZOC also does not block supply lines like other games; units have to be physically in a hex to block supply.&lt;br&gt;&amp;#9679;	The CRT is a little different than the norm, especially in regards to exchange results.  Unlike other wargames that have exchange results based on attack or defense strength, OM looks at exchanges in terms of personnel points which are printed on the side of each counter.  When an exchange result occurs, the losing side is wiped out and the victor has to lose an equal number of personnel points.  Since you could have a situation where a defensive unit with an attack factor of 2 with a personnel point rating of two wiped out, and the attacker only has units with an attack factor of 5 and personnel ratings of 2, the attacker may suffer heavily if he does not mix in some lower attack value units to take losses.&lt;br&gt;&amp;#9679;	The rule of air units is a bit different as well.  Here if an enemy land unit moves adjacent to enemy air units in an airbase hex, the air units must rebase instantly even if there are friendly land units in the hex.  The other unusual item is the inability of air units to lend help in a defensive capacity by adding their combat value to a combat.  This can only be done by the attacker, the defensive player can only drive off enemy air units in the interception phase.&lt;br&gt;&amp;#9679;	Mobilization.  For the USSR some units come in two types: peace and war.  Units that begin the game on a peace time footing can be mobilized for war footing but be careful: just like real life this can take time so you must use the option carefully.  Playing units at peace strength=weaker units.  Mobilizing units=stronger units but it does require time to do so.&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;u&gt;Things I like about the game:&lt;/u&gt;&lt;br&gt;&amp;#9679;	Untried units gives a nice fog of war.&lt;br&gt;&amp;#9679;	Turn sequence is nicely organized with interaction&lt;br&gt;&amp;#9679;	Headquarters can react to enemy units and move mechanized units in the enemy turn.  This means one has to watch out or some of those advancing units could get cut off!!! &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&amp;#9679;	Nuclear Combat. This is an optional rule that can be used but beware!  Each use can result in escalation to strategic nuclear war! &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&amp;#9679;	ZOC rules.&lt;br&gt;&amp;#9679;	Choice on handling air combat as group or in smaller pairs.&lt;br&gt;&amp;#9679;	Number of scenarios.  For those who don’t have the time or space for the monster game, there are smaller scenarios covering all the minor theaters.&lt;br&gt;&lt;br&gt;&lt;u&gt;Things that can be annoying:&lt;/u&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&amp;#9679;	Supply rules.  There are on type for combat and one for movement for the USSR.  This can be annoying at times.&lt;br&gt;&amp;#9679;	No defensive air.  Seems odd, but that is the deal.&lt;br&gt;&amp;#9679;	In combat, if you are not careful, the Exchange result can quickly turn the tide.  The personnel points are key here and while I do like the rule, it can be a double edged sword.&lt;br&gt;&lt;br&gt;Overall assessment: 1-10 scale 1=Yeesh!  10=This is awesome!&lt;br&gt;&lt;br&gt;Map=9 	nicely done&lt;br&gt;counters=8 	not too busy, colors easy to distinguish.&lt;br&gt;Rules= 7 	interesting mixed with a few odd balls (IMO) overall though, it does make for a nice game flow.  The only time I’ve felt bogged down was with supply rules.&lt;br&gt;Playing time=7	 for smaller scenarios (ten game turns long)   4 for monster.&lt;br&gt;Ease of deployment of units=5 	For the die hard wargamer, there won’t be much here to write home about, but for the more casual wargamer, this may be annoying.&lt;br&gt;&lt;br&gt;Final evaluation=7.5	 I can see this game hitting my table from time to time in the future, particularly the smaller scenarios.  I will write some session reports in the future of some of the scenarios as I complete them in more detail and with more analysis from playing.  Translation: some games I play and stop in the middle after blowing things and then restart to test ideas.  This game is truly one of SPI’s playable monster games! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1289421#1289421</link>
	<pubDate>2007-01-21T20:12:07+00:00</pubDate>
	<dc:creator>catosulla</dc:creator>
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	<title>Image</title>
	<description>
		Box Cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic178464_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/178464</link>
	<pubDate>2007-01-18T21:04:42+00:00</pubDate>
	<dc:creator>WatchmanX2000</dc:creator>
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	<title>Image</title>
	<description>
		Flat Tray Components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic51004_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/51004</link>
	<pubDate>2004-07-21T18:23:08+00:00</pubDate>
	<dc:creator>Eric the Red</dc:creator>
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	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic24208_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/24208</link>
	<pubDate>2003-05-05T19:03:14+00:00</pubDate>
	<dc:creator>PAYDIRT</dc:creator>
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