Immediately after designing 1950, I realized that a slightly modified system using the same mechanics would be perfect for other modern engagements. The reason for this being the fast moving back and forth turns, plus the generalized confusion from not knowing what strength your units will end up with until the last minute. I decided on doing a hypothetical situation in order to test the limits of this system
The game adds in several new mechanics to the same generalized flow of 1950. The situation itself is based on the original intent of the Russian invasion of East Prussia in 1914. Two Russian armies moved west and were supposed to meet outside what was the Konigsberg, the seat of Prussian power in Germany. Tactically, the situation resembles what the Russian army had intended in 1914, though admittedly the situation itself is a-historical.
This game is simply meant to be a good time, most people enjoy the eastern front and WW3, so it made sense to combine the two. In addition, the absence of NATO heavyweights such as the US, UK, FR etc, it gives the players an interesting opportunity to maneuver with an interesting, historically accurate order of battle. Note that the above are playtest components, thanks for reading :)