Category Archives: Wargame Rules

Turn 6 – 1st Soviet Command Pulse

Using their last Staff Order, the Soviets adjust their Fire Mission onto the Pak 40 Anti-Tank Gun Platoon. Despite a heavy barrage the Pak 40 is unscathed. Using a Double Order, the Soviets remove the suppression and order an advance … Continue reading

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Turn 6 – 1st German Command Pulse Continued

The attack continues. A suppression is removed and the Jagdpanzer IVs are ordered to advance with a Panzergrenadier Platoon. Opportunity fire from two SU-122 platoons disperses a Jagdpanzer IV platoon. The Germans lose 1 Morale (1D3). Both Jagdpanzer IV Platoons … Continue reading

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Turn 6 – 1st German Command Pulse

With three Wild Dice available, the Germans decide to attack hard. A Double Order removes a suppression and activates the Panzergrenadiers to fire with their panzerfausts. When the smoke clears, the SU-122 is still there! Undaunted, the next Panzergrenadier Company … Continue reading

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Start of Turn 6

Command Dice The Soviets roll a Command Failure, giving the Germans a bonus Wild Dice this turn. The Soviet Fire Mission will be canceled unless the Soviets pay to maintain it. The Soviets pay two Staff Orders to maintain their … Continue reading

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Turn 5 – End of Turn Fire

The Pak 40 suppresses a SU-122 Platoon, and the mortar adds one Disruption Point to the  Anti-Tank Rifle Platoon.

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