Then we start to get some idea of the structure of the game: army lists, points and battle rating (a factor which will be very important later), a discussion of infantry basing (single or multiple are fine, so long as individual casualties can be recorded), and a brief note on game size (minimum, maximum and typical points for games from platoon to battalion along with the recommended table size for each).
crossing dangerous terrain (like barbed wire or minefields). Other units move further on the road, but most will lose D6” if they cross any obstacle or enter terrain.
I’m going to give a brief summary of the main parts of the rules along with a bit of analysis of the most important aspects. Pinning and morale play pivotal roles in the game. Supply and communications are also important considerations.
Command and Control
Each turn a commander can issue a certain number of orders (from 1D6 for a squad-level game to 4D6 for a battalion-level game, modified by the number of officers in play). A unit can take one action a turn, a list of orders is available, from straight-forward options like moving and firing, moving at double-rate and so on; to more specialised ones, like resupplying or requesting artillery fire.
Units can also be given a reaction order, which allows them to move or fire during a future turn in response to an opponent’s action.
• Area Fire (for infantry and high explosive shells) – good for pinning the enemy without causing any casualties; it’s even possible at short ranges for a large amount of infantry fire to pin an armoured vehicle. Depending on the amount of cover the unit is in, it might not be pinned.
Senior officers can also attempt to remove a pinned marker from a unit. If a player wants to un-pin multiple units he must draw a battle counter, which allows him to remove D6 pinned markers at the end of the turn.
Movement is fairly simple; infantry move 5” whether off-road or on one, only reducing this when
Weapons have a maximum range, varying from 30” for infantry units with rifles to 70” for long-barrelled guns. All fire is made with D6s, and generally speaking a ‘6’ is an effective hit, a ‘1’ an outright miss and anything else a pin.
rolling to hit. After that the target unit can roll for its cover and then makes a morale test if it’s taken any damage. • There are rules to differentiate high explosive and armour piercing rounds (weapons have a penetration value and armour a rating – there’s a simple chart for cross-referencing). One oldschool curiosity is the necessity to specify what ammunition load each of your tanks has at the start of the game; every time your fire you choose what type of round is being used – once you run out you have to be resupplied from a supply truck. • There are some further specialised rules for infantry falling back under attack, close assault and even anti-tank grenades. I really like the rules for these, rather than shoe-horn the normal shooting rules into this unique situation, there is a D6 table to determine the effectiveness of the attack.
There are two main choices in the type of fire along with a few special rules:
• Aimed Fire – represents the unit spotting the target and actually hitting them for effect; an observation roll must be made (easier to spot vehicles than infantry, and easier to spot units in the open and firing than those obscured) before
Artillery fire is a little bit more complicated in terms of mechanics, but I think how to treat the big guns is always a problematic aspect of wargaming rules. Because artillery is such a big part of the second world war (causing a majority of ground combat fatalities and
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