
This game is a Strategic game on the Eastern Front of World War II.It is a digital port from the famous and eponym boardgame, No Retreat!, designed by Carl Paradis.
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This game is a Strategic game on the Eastern Front of World War II.
It is a digital port from the famous and eponym boardgame, No retreat!, designed by Carl Paradis, which retells the story of the titanic struggle between the invading armies of Nazi Germany versus Communist Russia during WW2 at a player-friendly and manageable level of scope and difficulty. With only 70 Army/Front sized counters for the whole campaign, and with very low stacking, it’s a quick-playing yet realistic affair that favours the strategic and offensive-minded player.
The moderate complexity of the game, the light number of armies and the contained size of the map allows easier onboarding, fast play and fun experience.

In a skillfully blended collation of classic hex-based wargaming and modern card-driven simulations, No Retreat: The Russian Front stays truly story-centric, providing the proper feel of sweeping maneuvers, exploitation and encirclements across the vast steppes and forests of Russia.
With a simple-yet-innovative economic model, players will also feel the growing might and sophistication of the Russian’s Red Army, and the degradation of the once-invincible German Wehrmacht, over the epic four year sweep of time that this merciless campaign was fought.
See the Axis hordes deeply invade Russia and encircle ill-prepared Soviet units.
Watch the Red army resist and slowly acquire experience to finally push back the Germans up to Berlin !
Each turn is alight with intriguing on-board challenges plus the surprise of 55 cards hand Events as players vie to win in one of three different ways.
TIME SCALE: 2 months per turn
MAP SCALE: 100km / 60 miles per hex
UNIT SCALE: Armies and Fronts
NUMBER OF PLAYERS: 2

6 Historical Scenarios: BARBAROSSA 1941, CASE BLUE 1942 , URANUS 1943, CITADEL 1943, BAGRATON 1944, NA BERLIN 1945,
THE BARBAROSSA CAMPAIGN 1941-45
Lightweight Hex maps with a scale of 60 miles per hex covering The Eastern part of Greater Germany to Moscow and the Caucasus.

German and Axis minor allies vs Soviets.
50 armies, split into 4 types of land units, Mechanised Infantry, Tanks and Fortifications.
One deck of 55 cards per Major Power. Spend it as events or as fuel for your different actions (improve, entrain, reorganise, counterblow, etc..)
Turn-based system, scale of 1-3 months per turn, with different phases: Draw, Organization, Movement, Combat. and Supply.
Asymmetric Combat Table.
Terrain and Weather effects.
An elegant, easy-to-understand on-screen guide that will walk you through every sequence of play and help you better understand the nuances and depth of choices and strategies available.
Different playing modes: solitaire play, against the AI, multiplayer across several platforms
Available in English and in French upon release, with Spanish, German, Russian and Chinese coming afterwards.

Neither side can afford the disgrace of yielding an inch of ground to their hated foe, so your orders are: “No Retreat!”
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, Russian, Spanish - Spain
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I was really looking forward to No Retreat!. The board game it’s based on is excellent—tense, well-designed, and exactly the kind of game you keep coming back to. That’s why it’s a bit disappointing that the PC version doesn’t fully capture its strengths just yet. It’s only fair to point out that this is a solo developer project, which is impressive in itself. At the same time, it’s clear the game still needs some polishing. Core mechanics like movement, combat, and card interactions don’t always behave as expected, and in a game like this, that can have a big impact on the overall experience. It’s especially frustrating when you save a key card for a decisive moment, only for it not to work the way it should. Stacking also seems to have some issues, occasionally leading to situations where you lose units in ways that don’t feel quite right. It doesn’t come across as intentionally unfair—more like systems that still need refinement. The technical side doesn’t help much either. Loading times are on the longer side, mouse input can feel sluggish, and the overall responsiveness sometimes brings back memories of older gaming eras. Nostalgia has its charm, but it’s not something I’m really looking for here. Overall, I’m left with mixed feelings. The foundation is excellent and the potential is clearly there—thanks to the strength of the original board game. That’s exactly why I hope the game continues to improve over time. With further fixes and polish, this could become a very solid digital adaptation. For now, though, I’d recommend waiting and keeping an eye on future updates.
Finding good wargames on Mac is a very difficult quest, and No Retreat! Russian Front is a great wargame ! It's the digitisation on a reference of table wargame covering the russian front of WWII. Let's start with the system : the average complexity is very good balance between playability and simulation. The use of cards allows some surprises without unbalancing the game. Counterblows is a very nice tactical idea that i consider superior to mandatory combat when in ZOC. Overall the very unbalanced physionomy of the east front is very well implemented : in the first 2 years, the German has to use his overwhelming power to overrun the soviets. If he couldn't manage to do it, the roles are swapped ! Very exciting ! For the digital version. There are many good UI ideas : - highlight of area of movement for units - each combat has a different colour making it very clear, especially when the units are entangled - each time you can play a card, the card button is highlighted, which is very convenient ! Everything is a clic away, and information are easily accessible in-play (like terrain specificities, combat tables) if necessary. Some aspects of the UI are less intuitive : - validation is not always at the same place on the screen, depending on the action/phase - the combat phase needs many clicks at different places (but honestly I don't know how to make this more fluid!) But, for me, it doesn't hinder the play : just wishing it would be a little bit more intuitive ! The AI is ok for beginners and intermediate level players, but it still needs improvements to challenge experienced players and veterans ;) Overall, I'm really happy with this great game and I can't wait for future enhancements and... new titles !! (WWII Northern Africa would be great ! Hint, hint!) Oh! And the developer is very nice and reactive!
Excellent boardgame conversion as always by Cyril. It's still early access, so the game has a few bugs (can't say "No" when asked about advancing after combat for instance), but they are minor things that he has always worked out in the past. This game fills a huge void in modern computer wargaming: An easily playable and yet accurate strategic-level Eastern Front wargame that doesn't require days to complete a single scenario ( I love WITE and WITE2, but it's a HUGE time commitment). I look forward to playing some more, but I'm really enjoying the Case Blue scenario thus far. For such a simple wargame, the battle is progressing very similarly to the actual course of events (initially a disaster for the Soviets, later we will see if the tide turns). I'll come back and leave a more comprehensive review but overall buying this is a no-brainer if you're into traditional hex-based wargames. I just wish he put out more of them!
This is already one of the best computer wargames of eastern front strategy out there, giving a great sense of the strategic problems posed by geography, weather, and supply. This is due to the excellent design of the original board game, with units representing armies and fronts to avoid micromanagement (following the 'two levels down' principle), and cards to add historical flavour. The game is deceptively complex despite the low unit count. It rewards careful planning, strategic thinking and conservation of resources for the decisive moment. Improvement of units is another fun mechanic, especially for the Soviet player who must think carefully about their force composition. Though the AI is strong enough to be useful for learning, the game is best played multiplayer against a human opponent. I've had some very enjoyable games. Due to early access there are still some graphical and UI bugs remaining, but these don't significantly impact the game. The developers have responded to feedback and simplified some aspects of the UI. Some actions still take a few extra clicks but in my opinion this is still preferable to micromanaging hundreds of units as is the norm for similar games. The developers are also very active fixing bugs, and even seem to be improving the AI. It should be noted that playing the full game from 1941-1945 is still a significant time investment, taking several hour long sessions vs the AI, or a few weeks for a multiplayer game (as you will need to wait for your opponent to play their turns). There is also good amount of replayability, with each game playing out fairly uniquely depending on Axis strategy and progress in the early game.
we need chinese
The core idea and gameplay are solid, but the execution needs work. The PC freezes during the AI's turn, and the interface and menus are not intuitive. It’s a great concept, but the technical issues and UI design are currently holding it back
Баги в обучении. Не вполне понятный интерфейс. Пока сомнительная покупка.
什么时候出一个牌表啊
very pleasant game and very intuitive for new players
Can feel janky at times but is really fun
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