Interview with Eric Lee Smith - Drive on Moscow Interview
Interview with Eric Lee Smith, Founder & CEO, Shenandoah Studio LLC
So you guys surprised us a few weeks ago with ‘Drive on Moscow’. When and how did the idea for this game come about?
It has always been a part of our plan to create sequels to our successful titles. That’s an old strategy in the wargame business going all the way back to Avalon Hill and SPI. We seek to work with top designers so Ted Racier was a natural choice. We have other sequels in the works too, beyond El Alamein.
Can you tell us more about the game mechanics? Will it be the same exact engine as Battle of the Bulge or will it have additional functions?
Like a good “quad game” from the golden age of SPI, the system is the same, but there are many situation specific changes and additions. Ted has written a great article on that recently. http://www.shenandoah-studio.com/domdd2/
How many scenarios will be included in the game?
There are three scenarios covering the Axis advance, the resuming of the advance after the freeze, and the Soviet counter attack. However there is a campaign game that combines all three. So you can play the first in 20 to 30 minutes or so, but the campaign is much longer.
I noticed on your website your integrating Drive on Moscow and many other of your games with iOS 7. What kind of features are we going to see with this new software?
The main features are improvements in Game Center. Chat is probably the most important feature, but there are other improvements too.
Will Drive on Moscow be available on iPhone as well as iPad?
That is the plan, yes. The exact timeline (simultaneous or a released later on), we can’t reveal at this time. Battle of the Bulge for iPhone will go to Apple this week.
How many units will be in available in Drive on Moscow for each side?
It depends upon the scenario, but in the campaign game you’re talking about 40 Axis units and 40 Soviet, but the Soviets continue to rise from the grave due to replacements.
How will weather affect combat as well as movement in Drive on Moscow?
Weather is a major factor here, with the first scenario having clear weather, which is great for the Axis offensive. Then the mud comes and everything grinds to a halt, but the Soviets still have great rail capabilities. Then the freeze comes and the panzers roll again. Finally, the snow comes – blizzard conditions we would call it here in the States – and the Soviets counter-attacked the weakened and slowed Axis forces. So yes, weather is a central theme to the game. It has to be, it’s the Russian front.
Any surprise features are you planning on sneaking in for Drive on Moscow?
The Soviet airborne unit has a special capability and it’s cool. The rules for advance after successful armor combat – two spaces – along with supply, enable the Axis to create large encirclements. Those are the big differences.
What price point are you looking at for Drive on Moscow?
We have not set a price point yet. It is a premium game, like Bulge.
Part 2 is coming tomorrow. This one will focus on Battle of The Bulge.

