Counters carry attack and movement factors, with additional bombardment and range factors for artillery units. The turn and movement systems are unusual. Chits for each brigade on either side must be drawn out of a cup. Units cannot conduct their turn until their chit is drawn. There is no player A - player B sequence.
Cavalry can move half during the first phase.
Combat is one area that was kept simple. You use ratios and a d6, with results like exchange, retreat, and eliminated. ZOCs are rigid. The Axis can throw in air support and the Soviets can add naval gunfire. There is a combined arms bonus.