Category Archives: Wargame Rules

Flank Attack – Turn Two – 2nd German Command Pulse

Leaving a Panzergrenadier platoon to guard the windmill, the Germans use a double move to disengage out of the Soviet fire mission. End of Command Pulse.

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Flank Attack – Turn Two – 2nd Soviet Command Pulse

Soviet rifle platoons advance and reveal a dummy German Blind. End of Command Pulse.

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Flank Attack – Turn Two – 1st German Command Pulse

The Germans use two Staff Orders to keep their battery firing continuously. It hits and disperses a Soviet SMG platoon (-1 Morale). The Germans successfully call their other battery. It hits the T-34/85 platoons but has no effect. The Germans … Continue reading

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Flank Attack – Turn Two – 1st Soviet Command Pulse

The Soviets use four Wild Dice as Instant Staff Orders to call a Continuous Fire Mission onto the windmill. The Fire Mission arrives and suppresses the German 12cm mortar. The other two Soviet artillery batteries hammer into the village. A … Continue reading

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Flank Attack – Turn Two – Start of Turn

Start of Turn The Germans roll a Command Failure giving the Soviets two Wild Dice this turn. The Soviets have the first Command Pulse. Soviet Reserves are available.  

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