![]() ![]() The chance of rallying is dependant on the distance from the commander and an un-rallied "spent" unit cannot do anything. A unit moves from "fresh" to "spent" after using a Fire or Move action, returning to "fresh" if it "Rallies". There are three phases: Move Fire and then Rally. Thus the choice between Fire and Move is done on a turn by turn basis dependant on context. A chronological forerunner to his later Fire and Movement game in his Simulating War book (often called Fire-Move in abbreviation by me) it captures the dilemmas a Modern British Army section attack on an entrenched position on a hill has, whether to emphasise the Fire and suppress element of the doctrine or the Move element of the doctrine. Looking through old conference material from Connections UK I came across this little gem of a game from the Phil Sabin stable called "Take That Hill".
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