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Category Archives: Wargame Rules
Clash of Steel – Turn 5 – 1st Soviet Command Pulse
The Soviet General Support Batteries fail to respond. The Soviets urgently need to reduce the German Morale. The Soviets launch two airstrikes. The Wirblewind drives off one air mission. The other fails to hit a Panther platoon. Another air strike … Continue reading
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Clash of Steel – Turn 5 – 1st German Command Pulse
The German General Support Batteries hit and disperse an IS-2 platoon (-3 Morale). As the Soviets only had 1 Morale, the Germans receive 2 Morale increasing their total to 4. The Germans attack to retake the hill. A T-34/85 platoon … Continue reading
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Clash of Steel – Turn 5 – Start of Turn
No Command Failures. The Soviets get four air missions. The Germans have the first Command Pulse.
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Clash of Steel – Turn 4 – End of Turn
With only two Morale left, the Germans are close to collapse. The firing gets off to a good start with two T-34/85 platoons being took out by the Tiger II platoons. The Soviets lose 4 Morale leaving them with one … Continue reading
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Clash of Steel – Turn 4 – 4th German Command Pulse
The Germans are about to store two Staff Orders when they realize that their engineer platoon is dangerously exposed. With only two Morale left, the Germans can’t risk it being dispersed. They spend three Command Dice to regroup it and … Continue reading
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