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Category Archives: Wargame Rules
Multiple Battle Groups #21
Storing Staff Orders Max decides that he wants to keep as much flexibility as possible when it comes to issuing orders. He uses his Infantry Double Dice Chain (4×2) to store one Staff Order, and his Armour Wild Dice to … Continue reading
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Multiple Battle Groups #20
First Command Pulses As Boris rolled a Command Failure, Max automatically has the first Command Pulse. He uses one of his Armour Battle Group Dice Chains (3) and a Staff Order (9 Staff Orders remaining) to order the Puma to … Continue reading
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Multiple Battle Groups #19
Initial Barrage Boris has +1 Initial Barrage Modifier and uses it to target five of Max’s Blinds. After resolving the Initial Barrage the game begins with both players rolling Command Dice for each battle group. First Turn … Continue reading
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Multiple Battle Groups #18
Starting Statistics Max’s Starting Statistics Initial Staff Orders: 8 German Infantry Battle Group Command Dice Pool: 4 Reserve Command Dice: 2 Artillery Available: 2 Batteries German Armour Battle Group Command Dice Pool: 4 Reserve Command Dice: 2 Artillery Available: 2 … Continue reading
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Multiple Battle Groups #17
Boris’ Soviets Deployed Soviet Infantry Battle Group Boris deploys three Rifle Platoons. He would like to keep three of his Command Groups in Reserve, but with only five Command Dice, this would reduce him to a Dice Pool of only … Continue reading
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