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Tactical rules encompassing all major aspects of armored warfare, designed for ease of play, and to be used both by novice and expert players.

Each turn, players place face-down Order Chits (Movement - with direction stated - or Prep Fire) on their units (groups). Once all orders have been issued, the chits are revealed. During the following turn phases, the players take actions with their units one at a time, alternating between each other.

The rules cover artillery, aircraft, smoke, visibility (optional), morale, unit cohesion, infantry overruns, airborne and glider troops, and mines.

Data charts and unit organizations are provided for Germany, Italy, Russia, the United States, Great Britain, France, and Poland. A point system allows players to create balanced scenarios. Rules are provided for generating random scenarios.

Lon Harris
Wulf's H.Q. Games
Year Published
Out of Print
52 plastic-protected pages of rules in a three-ring binder, including five sheets of counters and templates (to be mounted and cut apart).

Sheet of counters

Single-sided reference card

Sheet of artillery templates

Each figure represents an individual combatant. Intended for use with 1:285 or 1:300 scale figures.


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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 17 November 1997. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 7 December 2016.

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©1994-2023 Bill Armintrout
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