Hitler’s War is a strategic-level World War II board wargame originally published by Metagaming Concepts in 1981, later republished by Avalon Hill in 1984. The game simulates the war from Operation Barbarossa to the fall of Berlin. Players control either the Axis or Allied forces (with an optional third player for the Western Allies). The game is divided into three progressively complex scenarios, each adding new rules and expanding the scope of the conflict.
Components
Game board (hex map of Europe and western USSR)
Army Group counters (12 per side, holding up to 10 strength points each)
Sets up German and Soviet forces along the Eastern Front.
Designed to teach combat and movement systems.
Scenario 2 (intermediate)
Adds additional rules and forces.
Expands the geographic scope.
Scenario 3 (full game)
Complete simulation from Barbarossa to Berlin.
Three-player option available.
Turn Structure
Each game turn represents a period of the war and consists of:
Reinforcement Phase — Receive new strength points.
Movement Phase — Move army group counters.
Combat Phase — Resolve attacks.
Supply Phase — Check supply lines.
Actions
Movement
Each side has 12 army group counters.
Army groups can move an unlimited distance between controlled hexes.
Strength points can be freely shuffled between army groups during the movement phase.
Combat
Combat is resolved in two steps:
Defender fires first: Total the defending army’s strength points versus the attacker’s strength points. Roll on the Combat Results Table (CRT).
Attacker fires: The attacker then resolves their own attack on the CRT.
Advance: After combat, the attacker may attempt to move into the defender’s hex. Success depends on the defender’s remaining strength points and the attacker’s number of mechanized units.
Supply
Units must trace a supply line free of enemy Range of Influence to move or attack.
German forces use Operational Supply Points (OSP), with the number varying by turn.
Moving a unit costs 1 OSP; attacking costs 2 OSP per unit.
Scoring / Victory Conditions
Victory conditions vary by scenario.
In the full game, the Axis player must capture key territorial objectives before time runs out.
The Allied player wins by preventing Axis victory or by capturing Berlin.
Specific victory points may be awarded for controlling key cities and strategic locations.
Special Rules & Edge Cases
Unlimited movement: Army groups can move freely across any distance through controlled hexes, reflecting strategic-level command.
Strength point shuffling: Points can be redistributed between army groups, representing reinforcement and reorganization.
Defender fires first: This gives the defender a significant advantage and reflects the difficulty of attacking prepared positions.
Mechanized units: The number of mechanized units in an army group affects the ability to advance after combat.
Progressive complexity: The three scenarios build on each other, with each adding new rules. Players are encouraged to start with Scenario 1.
Three-player option: In the full game, one player takes Germany, one takes the USSR, and one takes the Western Allies.
OSP system: The German supply system using Operational Supply Points creates a resource management layer on top of tactical decisions.
Player Reference
Army Group Limits
Value
Counters per side
12
Max strength points per group
10
Combat Sequence
Order
1. Defender fires
Compare SP on CRT
2. Attacker fires
Compare SP on CRT
3. Advance attempt
Based on defender SP and attacker mechanized units