| Game | Turning Point Stalingrad | Complexity | Medium |
| Company | Avalon Hill | Time | 4-6 |
| Setting | WWII | Solitaire | High |
| Type | Operational | Rating | 8 |
Turning Point Stalingard (TPS) is the third in a series of games published by Avalon Hill that uses the impulse system. It is based on the assault on the city by the German Sixth Army during WWII, focusing on the battles in and around the city.
Units are battalions and armoured units representing AFVs in platoon and company strength. Each turn is a day comprising of a variable number of daylight and night impulses.
Victory is determined by the number of objectives captured by the German player each week. If it exceeds the requirements for the week, he wins. If not the Russian player wins. If it is equal to the victory requirement, the game is extended by another week, with a different(higher) victory objective requirement.
The rules reflect the difference in the composition and relative strengths of the opposing forces. The Germans have a qualitative edge in unit strength as well as overwhelming artillery and air superiority. However, they have the burden of pressing the attack. Furthermore, much of the advantage such as air superiority and artillery evaporates during the night impulses, when Russian infiltration tactics rule.