Updated 031210
  1. TITLE: The Urals; Europa Game XIII
  2. PUBLISHER: Game Designers Workshop (GDW). Europa is the Trademark of Game Research/Design and materials related to the trademark are copyrighted by Game Research/Design.
  3. SCOPE: The Russian Front, 1942-1944
  4. RULEBOOK VERBAGE: Unlike most previous titles in the Europa series, The Urals module is not a game playable in itself. Instead, it is a module containing Europa material on the Ural Mountains region during World War 11. Prior ownership of both Scorched Earth and Fire in the East is necessary to use The Urals module. The components contained in The Urals module are presented at standard Europa scales. Also included is information on combining this module for play with Fire in the East/Scorched Earth.
  5. GAME BOX VERBAGE: June 1941; Operation Barbarossa begins as Hitler’s armies make a lighting strike against the Soviet Union. The plan calls for the infamous blitzkrieg to overwhelm the Russian force and slash into the heartland of the Soviet Union. The prize: the largest food and industrial base in Europe. The Soviets immediately begin the relocation of their war industries to hopeful safety of the Urals. Soon the new factories will begin to pour out tanks, guns, and planes and provide the training ground for the counterstrike that will end German dreams of glory forever.
  6. YEAR PUBLISHED (EDITIONS): 1989. The complete errata for FIRE IN THE EAST/SCORCHED EARTH/THE URALS included in the Revision 1.5 gameset.. The errata includes all material not provided in the rulebook, orders of battle and charts contained in THE URALS and SCORCHED EARTH.
  7. CREDITS (until I can borrow a TUR rulebook as mine remains in shrink wrap, the Fire in the East credits are listed)
    • Design: Dennis J. Dubberley
    • Design 1943 Scenario: Dennis J. Dubberley
    • Research, Soviet Order of Battle: Charles C. Sharp,John M. Astell
    • Other Research and Research Assistance: John M. Astell, Dennis J. Dubberley, A. E. Goodwin, James F. Goff, Victor Hauser, Shelby Stanton
    • Development: John M. Astell, Winston Hamilton
    • Art Direction and Graphics: Winston Hamilton, Barbie Pratt
  8. NUMBER OF PLAYERS: 2+ (multiplayer teams)
  9. WGA COMPLEXITY SCALE (1-10): 10;
  10. TYPICAL PLAYING TIME (HOURS): 100+ hours for full campaign, 40+ hours for the scenarios
  11. MAP SCALE: 16 miles per hex.
  12. UNIT SCALE: Divisions, regiments (30 counters for typical division)
  13. TIME SCALE PER TURN: 2 weeks
  15. ARTICLE LISTING: GRD published a Europa News journal of which I have photocopies of EEF articles.
  16. GAME INVENTORY: Four maps (Europa maps 28, 29, 30 and 31); One chart set, consisting of charts necessary to link The Urals module to Fire in the East/Scorched Earth; A revised Soviet Order of Battle providing minor revisions as well as detailed information on those units raised in the Urals, Siberian, Central Asian, Transbaikal and Far Eastern Military Districts that appear in Scorched Earth/Fire in the East; A rules booklet for combining The Urals with Fire in the East/Scorched Earth; 50% reductions of maps 28, 29, 30 and 31 for use as the player desires; An errata sheet covering Fire in theEast/ Scorched Earth/The Urals; The 1943 campaign and grand campaign Axis and Soviet orders of battle and deployment maps.
  17. WBC & AVALONCON HISTORY: Not Applicable
    • No Java application VASSAL module at this time.
    • JET is computer program that is aimed to make playing of Europa board games easier. JET's main goal is to allow easy PBM (Play By Mail) playing and playing without paper maps and cardboard counters. JET also helps you by taking care of sometimes tediuous and error prone tasks like calculating MP's and combat strengths.
  19. PBEM OPPORTUNITES: Contact Wargame Academy if interested. A Group effort would be required to create a VASSAL module. See WebGrognards.
  20. WARGAME ACADEMY COMMENTS: I have seen the game played by several different groups on different occasions but family responsibilities negated my on-going participation. However viewed from my extensive War in Europe perspective(SPI), I consider the Europa East Front modules a step up in complexity and realism. Most notably, the units are individually rated unlike the generic WIE units. The game is approximately the same unit and map scale although two weeks a turn instead of one week in WIE. EEF lacks the player controlled German and Soviet production but air and naval units are type specific rather than WIE abstracted points. EEF details unit winterization, AT/Mech component capabilities as part of a more complex combat resolution, air fields (on map and constructed), RR construction units, other constructed fortifications, variable Finnish war effort adds additional suspense.. Although more detailed than WIE its playability is lessened. A generalization cant be made which system is better, it is a matter of player preference as either is a enormous investment of time and space requiring an ongoing series of gaming sessions. However as a detailed simulation of the most significant campaign in World War II European war, EEF has no peer.
  21. WARGAME ACADEMY GAME TOOLS: One shrink-wrapped copy. Currently creating a 3rd edition WGA rulebook then to make a EEF (Europa East Front) rulebook-Java game combining Fire in the East, Scorched Earth, The Urals.
  22. Europa on-line forum - to subscribe send email message to:- europa-request@lysator.liu.se

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