wounds), balancing dominance with power is a tough task. Scheduled artillery arrive on a specified turn and location with no roll, but otherwise artillery from the ‘Additional Fire Support’ section of the list (representing armylevel assets behind the lines) then a priority check must be made. If the roll fails, then HQ has refused your request; if the assets are directly under your battle group’s command you skip this part and go straight to the communications check. If that check is passed, deviation is accounted for and then we roll to see what the artillery effect is. The rules escape one of the most common pitfalls by inflicting direct hits and pinning hits separately, moving from the centre of the blast area outwards, so that units closest to the epicentre will most likely feel worst off. Hit are applied until there no units or hits left (units can be subjected to multiple hits if there is an excess) so again there’s a decent chance that a significant number of units will be affected. We get some additional rules for pre-registered target points, timed barrages and counter-battery fire missions, as well as a couple of good examples of artillery in action. We also see a detailed note on Soviet artillery, specifically picking out areas in the army lists where the Soviet flavour is (some are limiting, and some are definite pluses).
objective. The extra battle counters include air attack, mine strike and others which allow you to strike back against your enemy. So it’s not all bad!
Morale is an important factor in the rules, with two aspects: unit (whether it will stand and fight) and battle group (who wins the battle). Infantry units test whenever they take losses, but vehicles will take a morale test whenever they’re hit. There’s a chance that crew will abandon their vehicle if they were already pinned, immobilised or near an enemy unit without support. If the unit aces their test, they have a chance to go ‘Beyond the Call of Duty’ and immediately be given an order, even un-pinning them if they are already pinned. The battle group system is more complex. Each unit in your battle group has a battle rating (abbreviated br.). This represents how important and/or effective it is in the battle group. You can calculate your battle group’s break point by counting up your units’ total battle rating. There is a mix of battle counters, most numerical (from 1 to 5, but clustering in the middle) but some with special effects. Each time your opponent destroys one of your unit you must draw a battle counter. More counters are drawn the first time your force comes under flame or air attack, whenever a senior officer is destroyed or when your enemy captured an
One really interesting feature of the rule (hinted at earlier) is the rally option at the end of each turn. You decide if you want to unpin (1D) unit in return for drawing a battle counter. This forces the player to make an assessment of the danger of his battle group breaking, and how important the currently pinned units are. There’s also an element of risk involved. When the number (hidden from your opponent) on your drawn battle counters exceeds your side’s battle rating, the game is over.
There are a slew of rules for specialised units, from the mundane (medics, artillery spotters, supply trucks) to the peculiar (bomb dogs). A few piqued my interest immediately. Radio trucks, wire teams and dispatch riders help you make those communications check to call in artillery, some give you a simple re-roll, but the dispatch rider gives you an automatic success as he rides off! Some units
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