The 2nd Edition Basic Rulebook, although it includes a few new rules, mainly consists of tweaks and refinements designed to improve game play. Let’s look at what’s new, then go onto the improvements, and finally at what’s been removed.
What’s New?
Close Support Units
Rules for close support units were first available as a downloadable PDF and then were refined in the limited edition of Kampfgruppe Commander. These rules have received further refinement and now form an essential part of the basic rules.
End of Turn Firing
Units without Fire Markers can now fire at the end of the turn. Players can make decisions as to when they’ll fire dependent on the tactical situation. A unit planning to use opportunity fire is no longer forced to hold its fire if the enemy doesn’t move or fire this turn. At the end of the turn it can fire at the closest enemy unit.
What’s Changed?
Command Failures
If both players roll Command Failures, the turn now continues instead of being skipped. The player who rolled the least 1s receives the difference as Wild Dice. Also, only those 1s that are not covered by 6s are used by the enemy as Wild Dice. All 1s covered by 6s are discarded until next turn.
Close Assault
This has been made easier by allowing close assaults by a Command Group. Units acting with a Close Assault order must attempt to contact enemy units. If they succeed, they gain a +1D bonus in the Close Assault. If they fail to contact, they may fire but with a -1D penalty.
When planning a Close Assault from outside of a unit’s minimum move, it’s advisable to use a Wild Dice to replace the Variable move with a guaranteed 6” move.
Off-Table Artillery
Artillery templates have replaced the old burst radius. This was done to speed up play and to allow players to more easily see the area covered by an artillery barrage. Printable templates are provided, but templates made from transparent plastic are recommended.
Artillery deviation has been increased to make artillery a little less accurate. Artillery now deviates 1+1D6”, but can be corrected up to 6” in the Logistics Phase.
Artillery Supply is now checked at the end of each round of Continuous Fire. This makes it easier to remember and apply its effects.
Off-table artillery smoke now deviates and is only available as single shot fire.
The Artillery Response check has been replaced with a Comms check that is also used to call reserves. On a successful check reserves enter the table and can move. On a failed check they enter the table but cannot move until next turn.
The rules on using buildings and woods have been changed to allow units to hide inside of them so they can’t be targeted by direct fire.
Stats Review
Infantry have had their Reaction Dice increased by +1D. If you’ve been using the Gone to Ground rule from the website, you no longer need to apply it. Armour Reaction Dice, Anti-Tank fire and Direct Support fire have also been tweaked to bring them into line with the increased infantry Reaction Dice.
High Suppression
Artillery suppression has been changed to high suppression which has been added to machine guns and rapid fire anti-aircraft units. Now machine guns have more chances of suppressing their targets and can be used against armoured vehicles in the hopes of suppressing them. The Anti-armour Machine-gun ability has been removed.
What’s Gone?
Hidden Movement
Hidden movement has been removed. Now Blinds are placed on the table to indicate real and dummy units.
Missions
The Missions Section has been moved to Total War and replaced by three introductory missions.
Campaigns
The Campaign Section has been removed to save space – you can download a copy of the original campaign rules here.
Soviet Forces have been removed as they use different tactical doctrines and are now covered in the Late War Soviet Battle Groups book.