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Category Archives: Wargame Rules
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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Flank Attack – Turn One – End of Turn
Soviet fire has no effect. With a slow start to their attack, the Soviets need to push harder to achieve victory. End of Turn One.
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