by W. G. Graves
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Tactical Combat SeriesThe latest TCS game is a hot topic, judging from the mailbag and the Canadian Wargamers Journal. Likewise, the version 3.1 rules have been generating a lot of excitement. As I write this, I figure that you guys are already working on optimal strategies for Yom Kippur, and I expect a flood of articles on that game. By the time you read this, you'll be only weeks away from our Origins double offering, including another TCS title (see page 3). So before you get distracted, it's time to throw the spotlight on a game I think will remain a high point of the TCS. Hunters features highly refined series rules, spiffy graphics, and the most explosive opening game turn since Omaha. So here's a special section with scenario information from designer Wig Graves, a variant by the kinetic Boyd Schorzman, and another grab-the-dice and take-no-prisoners replay from Ronald Chacon. Additional NotesSeveral people have asked for more detail concerning the Historical Commonwealth Setup and German reinforcements. I have also included the rules necessary to play a one-map version of the landing scenario. Historical Set Up for the New Zealand Battalions21 NZ: 1xPlt (D Co) at A31.16; HQ Co and Mortar w/i 2 A60.03; All others w/i 3 A52.04 22 NZ: A Co w/i 3 A39.19; B Co w/i 3 A42.11; C Co in hexes A41.3 1, A41.26, and A36.29; D Co and 2xMG (Scratch) in any of the following hexes: A35.12-25, A36.19-24, A37.20-24; 1 xPlt (HQ Co) at A45.04; 2xPlt (HQ Co) in Pirgos (vicinity of A55.20); Mortar at A52.15; Carriers at A37.23 23 NZ: A Co w/i 1 A62.15; C Co w/i 4 A62. 10; D Co w/i 1 A59.15; HQ 1 Co, Mortar, and 2xMG (Scratch) w/i 2 A56.15; HQ2 Co and Carrier w/i 2 B04.14 28 NZ: A Co w/i 2 B48.07; B Co w/i 2 B43.06; C Co w/i 2 B42.10; DCoinhexesB28.12, B31.17, B37.17; HQ Co in Platanias (vicinity of B48.15) EngDet: 7 Fld Co w/i 4 B 14.17; 19 A Tps w/i 5 B24.16 Historical German Air Landing Reinforcements:20 May: 1600-1800 II-100
New Scenario (4.1a.West map only):
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