August 26, 2026

Armchair Dragoons Reviews Berlin 1945: The Fall of the Reichstag

Michael Eckenfels, 19 November 2025

This latest (2025) historical wargame offering, published by NAC Wargames designed by Jose Antonio Rivero with artwork by Adolfo Suárez, is set in the dramatic Gotterdammerung final days of World War II in the city of Berlin. Two players are placed into this end of days struggle between the Soviets and the Germans, fighting tooth and nail in desperate combat over the rubble that was once the proud city of Berlin. The German player is on the defensive, clinging to the last vestiges of the Reich, while the Soviet player leads the final assault in one of the War’s most bloody and impactful urban struggles. The game strives to balance tense realism with quick, enjoyable gameplay, and offers a fresh take for both veteran wargamers and curious newcomers alike.

Components

click images to enlarge

 

The game box itself is striking, with evocative art depicting ruined Berlin and the iconic moment of Soviet victory in planting the Soviet flag over a ruined Reichstag.

The game board depicts a very war-torn Berlin; the map is discernable, but overlaid across it is several numbered zones and a middle area (the ‘Mitte’), as well as six surrounding Soviet-only staging zones. The German zones are numbered 1 through 18, but are divided into what looks like rings.

The central, Mitte zone (or district, as they are sometimes referred to) is where the central most portion of Berlin lies; this Mitte is itself divided into five zones, with four of them (Roman numerals I through IV) surrounding a central zone V. In zone V is the Reichstag, and the ultimate objective of the Soviets.

The die-cut counters represent the various military units from both sides, along with the usual game markers such as control and for the game turn, among other markers. On the German side are numerous gray Wehrmacht units, their ‘normal’ units, and a small handful of black SS units, which are a bit more powerful. Likewise, the Soviets have a large number of Red Army ‘normal’ units, and a handful of more potent Guards units. Each unit on both sides is historical and marked according to their actual designation, so one will see Soviet names and unit iconography, and the German side will do the same thing. The units themselves have their own inherent strength and have no impact on gameplay other than being there for historical reference. Indeed, a player does not need to know the nomenclatures nor what the unit symbology represents, unless they’re rather hardcore and have German and/or Soviet Army Order of Battle references to check. Again, these are merely for display purposes and do not impact the game at all. ‘Normal’ German and Soviet units are each worth 1 point in combat, whereas the slightly more powerful SS and Guards units are worth 2 each. We will discuss combat more in a bit.

A deck of Event cards, 25 per side, introduce various abilities that can be played at certain times during the game. These can introduce reinforcements, provide mobility, or impact combat or other aspects of the game.

There is also a Soviet Planning Board and a screen to hide it from the German player. The Planning Board is where the Soviet player…well, plans their moves. I like how this is required, even if playing solo, because it locks in the Soviet side to certain moves – though the German goes before them, movement-wise. It’s a nice nod towards the rigidity of the Soviet command structure, and adds some tension to the game if two players are facing off.

This Planning Board has a track for every space on the board, so any Soviet units in that space can be commanded to move elsewhere. This is done by numbered counters to indicate how many units move from one place to another. It looks complicated at first glance, but it’s very easy to play and manage.

A concise and well-written rulebook guides players from setup to advanced strategy, complete with designer’s notes and practical examples for easy onboarding. And, there is a reference board that details the flow of play as well as other important information, such as stacking limits.

The components are good, and reflect both function and a historical, thematic flair: area movement map, counters for varied units with historically accurate iconography, and decks of Event cards. The production is rather streamlined compared to monsters in the genre, focusing on delivering a polished two-player experience within about 60–90 minutes.

 

Rules and Mechanics

If I had two words to describe this game’s greatest strength, they would be “approachable complexity.” It tends towards the lighter side of the wargaming spectrum. It is not particularly heavy, and you aren’t overwhelmed by complex combat charts or modifier tables, nor are you endlessly referring to rule indexes. The game’s mechanisms are indeed built for fluid play. Unlike many wargames, there’s a surprising lack of dice-rolling. Instead, the game’s luck element is limited; most outcomes depend more on planning and tactical skill than on stochastic rolls, making thoughtful decision-making especially rewarding.

Gameplay centers on the Soviet hidden movement mechanic. As mentioned, the Soviet player decides how they will move their units, but keeps that hidden from the German side. The German player then makes their moves, which might ruin any Soviet plans. This adds a bit of suspense to the game for both sides, as the Soviet player tries to outguess the German, and the German tries to figure out what the Soviets are driving towards.

Event cards, a staple in contemporary wargaming, add a variety of additional unpredictability. These cards can be played during Movement, or during Combat, with yet others playable at any time. The effects are often minor impacts to combat or movement, but some cards offer rather powerful abilities such as overstacking in an area briefly, or adding the dreaded, gigantic Flak towers. The chaos of the Battle of Berlin is underlined by these cards, which actually adds a lot of flavor to the game. The player’s handling and timing of these cards offer a lot of strategic depth to an otherwise simple game, occasionally turning the tide but never undermining skillful play.

Combat is eminently simple – normal Wehrmacht and Soviet units are worth 1 point, while elite SS and Guards units are worth two. You add up each sides’ amount of strength in a battle (which happens whenever both sides have units in the same space), and the difference determines the outcome. The side with more points wins; if that side has more but less than twice as much, the losing side loses 1 unit. If the winning side has twice as much strength but less than three times the enemy’s strength, the loser instead removes 2 units and the winner checks for casualties (wherein they roll a d10 and a result of 1-3 means the winner loses 1 unit). If somehow the winner has three times or more strength than the losing side, the losing side loses 3 units and the winning side checks for casualties twice. It sounded complex to me at first, but honestly it plays quickly and cleanly and ensures you will do your best to min/max your strength…but then again, good card play and movement can change even the best-laid plans, so things are never certain.

Victory in this game is attained in a few ways – and yes, the Germans can win. The Soviets win if they fight their way to area V in the Mitte area and at the end of a turn, have at least twice the strength there that the Germans have. Simple. The Germans can win, though, if at any time in the game after turn 4, they have more combat strength in Berlin than the Soviets do. Otherwise, they win if they manage to get through all 12 turns of the game without the Soviets meeting their win requirement. These requirements mean that yes, reckless Soviet play can cause them severe casualties and a game loss, an interesting consideration given the historical state of the German armed forces at the time.

 

Historical Simulation

For history buffs, the game offers a compact but immersive recreation of this legendary battle. It is set apart from other, similar titles by its pacing and psychological tension; gameplay isn’t bogged down in the minutiae of detailed unit attack, defend, move, and step-size stats but instead relies on the interplay between player decisions and Event cards. In approximately an hour, players can experience desperate last stands, sudden breakthroughs, and the creeping sense of historical inevitability as the Soviets approach the Reichstag’s space at the center of the board.

 

Replayability and Fun Factor

One hallmark of successful wargames is replayability, and this game delivers there, I think. Each session offers different opportunities, whether through varied orders, changing event cards, or new approaches to reinforcement. While the German’s fate in this battle may have been historically set in stone, the game doesn’t make it easy for the Soviets. Since luck is less dominant and decisions matter, players can experiment, hone their strategies, and develop personal playstyles. Even after multiple games, the experience rarely feels stale.

This freshness is amplified by the game’s length. Busy gamers often shy away from multi-hour epics; Berlin 1945 slots nicely into a lunch break or weeknight, proving you don’t need to devote an entire afternoon for meaningful strategic play. The tight design keeps engagement high; you’re rarely passive, always pressed to react, adapt, and anticipate your opponent’s next move.

 

Depth vs. Accessibility

If you’re a grognard seeking the granular simulation of logistics, armor ratings, or overrun Panzer combat, Berlin 1945 may seem too light. In our hobby, ‘sameness’ is something of a normal thing as it may seem that all the good ideas have been implemented, and what we get year after year are designers that find new ways of using the same old CRT or combat rating systems. It can be a challenge to produce games that invite new players without losing depth, and the designers here have done very well. This title succeeds admirably, offering intellectual challenge without the tedium or ‘sameness’ one may expect from wargames.

 

Conclusion

In sum, Berlin 1945: The Fall of the Reichstag is a tense, engaging, and elegantly streamlined wargame. It captures one of the final yet still titanic battles of World War II with an attention to psychological drama, strategic flexibility, and authentic historical flavor. The game rewards bluff, tactical foresight, and adaptation, while keeping rules approachable and playtime practical. Whether you’re a longtime wargamer or new to the genre, this game makes history come alive, offering moments of desperation, triumph, and suspense. Its limited reliance on luck ensures every outcome feels hard-earned.

Very well produced, smartly balanced, and replayable, Berlin 1945 deserves its place among the year’s top historical games. It’s not just a simulation of tanks and soldiers; it’s an interactive tableau of will, ingenuity, and the chaotic last days of the Reich. For players seeking an impactful WWII game that doesn’t demand an overwhelming commitment of hours, this title proves both compelling and memorable.

 

You can chat about this game in the Modern World section of our discussion forums


Thank you for visiting the Regiment of Strategy Gaming and riding with The Armchair Dragoons.
Rather than list a bunch of social media links, the easiest thing to do is to check out our LinkTree, which connects you to all of our various locales around the web.
You can also support The Armchair Dragoons through our Patreon, and find us at a variety of conventions and other events.
Feel free to talk back to us either in our discussion forum, or in the comments below.

Tell us what you think!

This site uses Akismet to reduce spam. Learn how your comment data is processed.