246:, Scott Renner was not pleased with this game. He found that once the large numbers of counters were placed on the map, it became terribly cluttered. He also found many significant errors in the map, such as placing the German city of Dresden in Czechoslovakia. Although Renner liked the cruise missile rules, he found "The Samurai divisions are a less credible invention of the game," and then noted "Nothing could make the Samurai divisions more believable than a glance through the rules covering the Space Marines." But Renner's principle complaint was that four of the five scenarios were set in the late 1970s, pointing out "The game was billed as a simulation of the invasion of Russia in 1998, yet the 1998 scenario looks like it was added as an afterthought." Brenner concluded, "
261:, Richard Rydzel called this "An interesting but unwieldy game. Air units, for example, must return to the exact base they left before combat. But with a total of thirty to fifty plane counters, it is difficult to remember where each started." Rydzel also thought the game was unbalanced, noting "The game also seems biased in favor of the U.S. alliance in the representation of strengths of the counters."
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is a board wargame for two or more players in which one player controls Soviet defenders while the other player or players control the invaders. The main scenario of the game is set in 1998, twenty years after the game's publication, when it was posited that the Soviet Union would have lost much of
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warned that players would experience "very high losses in combat, even higher than any other historical period, due to the potential of modern weapons (which, obviously, are expected to be even more deadly in the next twenty years)." Donadoni also questioned the rules limiting nuclear weapons to a
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In addition to attack and defense strength, each counter is marked with personnel points. Combat is resolved by using odds ratios (the ratio of attacking strength to defending strength), modified by terrain factors. If an exchange is indicated, the force with the fewest personnel points is
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All
Russian and Chinese units are "untried" at the start of the game — they start the game flipped over so that neither player knows each unit's attack and defense strength. It is only when the unit is engaged in combat that it is flipped over to reveal its strength.
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A longer scenario involving more invaders and using all four maps is also set in the 1970s. Only the campaign game, which also uses all four maps and combines several forces attacking from several fronts, is set twenty years in the future (in 1998).
230:"seems to offer greater scope to strategists." He did note that "Both games gloss over the little matter of mutual nuclear annihilation, and are therefore (fortunately) pretty theoretical — but the maps and the units are interestingly varied."
237:, called it "a large game that is not overly complex as the rules are kept fairly simple." Mataka concluded, "Highly playable game system, it can be recommended for beginners with limited experience in board gaming."
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eliminated, and the other force's personnel points are reduced by the same amount. (Some units with zero personnel points are eliminated in exchanges, with no loss of personnel for the other side.)
170:; a Chinese incursion into Siberia; and an expansion into Soviet territory by Iran. Each of these scenarios only uses a single map, and are all set when the game was published in the late 1970s.
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is worth buying for those who collect big games and can afford its price. For those who prefer small games, the one-map scenarios are almost as enjoyable to play as the campaign games."
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The game uses an alternating system of turns, where one player moves, attacks and then gets a second movement phase for mechanized units. Then the other player gets the same opportunity.
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battlefield tactical uses, pointing out "But who can say what the
Kremlin would really do in the face of such an influx of 'visitors' not regulated by the state tourism agency?"
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The game comes with several scenarios involving up to thirty nations. Three shorter scenarios only involve one invading force: a NATO offensive after a failed Soviet strike on
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maps covering most of the former Soviet Union as well as much of continental Europe and parts of China, a 24-page rulebook, and 1200 die-cut counters.
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is not a game for the inexperienced wargamer as it is the ability to plan one's moves ahead that will win the game." Sarker concluded, "
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188:, a hypothetical invasion of North America by Soviet and other forces. Two years later, Joe Angiolillo and Phil Kosnett designed
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will be remembered as just another game published by
Simulations Publications, Inc. in 1978. Frankly, I had hoped for more."
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The inactive player can move some mechanized units between the active player's attack phase and second movement phase.
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Units are allocated movement points, and "buy" movement, with certain types of terrain costing more points per hex.
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is not a bad game. It isn't a classic, either - a pity, since I think it could have been one. In a few years,
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Brenner, Scott (August–September 1978). "Objective Moscow: The Good, the Bad, and the Ugly".
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Rydzel, Richard J. (1980). "Operation: Moscow". In Horn, Robert E.; Cleaves, Ann (eds.).
192:, a sequel that flipped the roles of invader and defender. It was published in 1978 as a
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Both sides can use aircraft for combat support, and also to intercept enemy aircraft.
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who can drop down from orbiting space stations, and the collapse of the
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In addition to conventional combat, the game includes rules for
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41:(SPI) in 1978 that simulates a hypothetical invasion of the
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Sarker, A.J. (January–February 1980). "Objective Moscow".
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The Guide to
Simulations/Games for Education and Training
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The Guide to
Simulations/Games for Education and Training
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In the June 1981 issue of the
Italian games magazine
426:. Beverly Hills CA: Sage Publications. p. 504.
360:(in Italian). Vol. 2, no. 6. p. 182.
310:for "Best Fantasy/Futuristic Board Game of 1978".
102:Units that are further from the enemy move faster.
33:, subtitled "The Death of Soviet Communism", is a
374:Mayaka, Rick (June 1979). "Boardgame Showcase".
233:Rick Mataka, writing in the June 1979 issue of
276:In Issue 23 of the British wargaming magazine
61:its strength and would be ripe for invasion.
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453:The Comprehensive Guide to Board Wargaming
211:The Comprehensive Guide to Board Wargaming
72:is a very large game, with four 22" x 34"
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376:Craft, Model, and Hobby Industry Magazine
235:Craft, Model, and Hobby Industry Magazine
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491:Board wargames set in Modern history
49:, a united Europe, Iran, and China.
456:. London: Sphere Books. p. 24.
45:in 1998 by various forces such as
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356:(June 1981). "Obiettivo Mosca".
501:Simulations Publications games
408:. No. 40. pp. 14–18.
218:was not impressed with either
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39:Simulations Publications Inc.
314:Other reviews and commentary
506:Wargames introduced in 1978
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473:. No. 23. p. 23.
378:. No. 54. p. 84.
308:Charles S. Roberts Award
496:Cold War board wargames
306:was a finalist for the
282:, A.J. Sarker warned, "
196:with graphic design by
182:In 1976, SPI published
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321:Fire & Movement
222:or its predecessor
198:Redmond A. Simonsen
178:Publication history
328:Ann Arbor Wargamer
142:warfare, Japanese
106:Reaction Movement:
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16:1974 board wargame
208:In his 1977 book
185:Invasion: America
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304:Operation Moscow
284:Objective Moscow
252:Objective Moscow
248:Objective Moscow
228:Operation Moscow
224:Invasion America
220:Operation Moscow
190:Objective Moscow
140:tactical nuclear
70:Objective Moscow
58:Objective Moscow
30:Objective Moscow
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240:In Issue 40 of
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270:Marco Donadoni
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156:Warsaw Pact
150:, American
134:Other rules
126:Air support
53:Description
485:Categories
335:References
65:Components
204:Reception
194:boxed set
162:Scenarios
450:(1977).
358:Pergioco
266:Pergioco
88:Movement
80:Gameplay
74:hex grid
43:U.S.S.R.
470:Phoenix
279:Phoenix
146:units,
144:samurai
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294:Awards
113:Combat
405:Moves
243:Moves
428:ISBN
47:NATO
330:#19
324:#15
257:In
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414:^
384:^
366:^
343:^
302:,
288:OM
268:,
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