|Soviets try to get their tanks across the table in a later game in the series.|
|The first few games were straight up infantry affairs to help me shake off the cobwebs and figure out where I was forgetting rules.|
My sole gripe with the rules is the use of markers for tracking activation, pinned, acquisition status (for armor), and # of armor penetration hits. You also need some way of tracking the number of destroyed units for each side, as these, plus the # of currently pinned units effect the initiative score.
|So many markers. The white cards are blinds - I used Platoon Forward for many scenarios, along with its enemy force generation method. This is from one of the last games I played in the series - after I had mounted the figures to 3 inch squares.|
So, other than that, the game has a lot going for it although it took me 5 or so games to really see how good they were, as I kept forgetting rules in the early games or situations just didn't come up:
- The Guts score - it effects both initiative and morale, including the ability to rally. It's a mix of quality and motivation.
- simplified movement
- if one figure reaches cover, the whole group does
- move one figure, then place the rest around that figure, rather than measuring for all
- terrain does not effect movement rates of infantry
- Movement rate determines what additional actions a unit may perform and any penalties
- Snap (opportunity) fire is restricted to one enemy unit.
- Using grenades to supplement a charge is abstracted and works quite smoothly
- Taking fire, regardless of result, triggers a Guts check - this seems right to me, but surprisingly few systems I have played incorporate it
- It is difficult to score a hit on a target in cover - based on what i've read about the expenditure of ammo in WWII to hit a target, this too seems right to me.
- The way it handles armor.
|I had to fudge any vehicle that wasn't a tank, since no stats are included in the core rules beyond a vehicle or two per army.|
|It's hard to see, but the PZ. IV had just made it onto the table when one of the T-34s brewed it up on a single hit This is less frequent an occurrence than my pictures might relate.|
|The core rules do, however, cover tank riders!|
As a bonus, I suspect these rules could work well for that - treating each figure as their own fire team and disregarding the man-alone rule and the "only 1/2 figures per unit can shoot" rule. I may try them in that respect at some later date, but Five Men in Normandy awaits first.