For me, one outstanding aspect of this design is the way its author has modeled two rather different armies fighting over a large expanse of city. This was, of course, something John Hill sought to do in his Stalingrad design from 1980 – units from two forces that have much the same sort of information on them, but behave differently once they start moving and fighting on the game map. In a very deft way, I believe Adam Niechwiej has bedded both forces into the battle environment, creating a distinct character for each of them in a relatively brief set of rules. In play, the experience of commanding either the Soviets or the Germans will feel very different, and for reasons beyond the Soviets having this or that number of units or the Germans simply (one might erroneously assume) being outnumbered.
This game gives and it takes away. What do I mean? Well, just by looking at the map and the full game’s very first impulse pairing, we see that the German player has a great deal he or she can feel pretty superior about…only it all comes with subtle or blatant provisos, limitations, hindrances…as well as enraged Russians or partly bewildered Russians getting in the way.