|An ambush by infantry with mortars and a bazooka supported by artillery fire gave me an early lead. (That's me in the picture so thanks to Ron for the pics.)|
a) Command: Instead of zones we have HQ stands, two labelled left & right with a 3 hex command radius and an overall or Center commander with a 4 hex radius. After various experiments we have laid no other restrictions on them. They are treated as infantry needing an order or on the move card to move but having no combat dice.
b) Ranges. We found the original ranges did not let us take advantage of the rolling terrain so we doubled all ranges except close assault. Initially we also doubled movement for consistency but found that made the game too jerky so have left it alone and it plays well.
c) Tanks. Without wanting to get carried away we wanted a little more differentiation between say a Stuart and a Panther so after much experimentation we have simply defined tanks as heavy (move 2,4 hits, range 4), medium (move 3, 3 hits, range 3) and light (move 4, 3 hits, range 2). Exceptions may have a lighter or heavier gun than usual such as a Churchill as Heavy Tank but range 3). This simplified version doesn't appear to address armour penetration, etc but in practice it works and the pay off of speed vs power with even the weakest having enough power to be useful makes each type a reasonable unit useful for different purposes without getting into game balance issues.
|An on rush of German armour soon reversed that.|
d) Infantry without bazooka equivalent can only damage tanks by close assault although they can cause retreats (flags).
e) Artillery must have line of sight or have a spotter. The spotter can be any unit including a commander who is ordered, does not shoot and can see the target. The artillery must also be ordered.
|I had to call on Airpower to balance things a bit but a Counter Attack by a Stuka left me in the hole again.|
For this game I had 4 infantry, 1 mechanized infantry (elite, can move 2 and battle), 1 Priest SP artillery, 1 Sherman, 1 Stuart. My troops started in concealment. Ron had 2 panzer Grenadier, 2 stug, 2 Pzr4, 1 Tiger and 2 SP artillery. Ron's troops started off table and needed 'on the move cards' to enter.
The break point for both was 5.