Bloody 110: German Notes

Orders, Theory, and Practice

by Jean Jodoin


December 16, 1944 18:00+

It is snowing lightly with an overcast sky and low visibility (300 meters or less). Darkness has descended upon the scarred battlefield.

Your Kampfgruppe has been poised by the banks of the Our River since the early hours of that fateful December 16 morning. The men and personal weapons have been getting across in boats and ferries all afternoon. Heavy weapons, transports and armor waited for their allotted crossing time. At last all are in Roder, protected by an infantry screening force comprised of the battered remnants of a battalion of the 3(Ath Infantry Rgt. Rumor has it that these poor souls were heavily engaged in Marnach and near Clervaux. They looked shocked and worin out when you drove through their positions on your forward reconnaissance.

There is no time to ponder upon your fate. Division HQ has sent the following orders for immediate implementation:

Situation:

The long awaited Great Offensive has started! The objective is to separate the US and British forces by driving to Antwerp. To this effect, the 2 Pz has been ordered to capture the important road centre at Clervaux and crush US forces to prevent interference with vehicular traffic. Leading elements of the 304th Panzergrenadier Rgt have achieved their objectives and forced US troops over to the defensive.

Some of the US artillery batteries have already displaced once. A final push and they will retire from the field thereby ensuring our forces a glorious and well deserved victory. Soldiers of the Third Reich, the Fatherland requires great deeds from you in its hour of greatest needs.

Forces:

    3 x Inf Cc: 3x 4(6)3, 3x 6(6)2, 3x 8(6)1, 3 x 81mm mortars
    5 x PzKw IV
    5 x PzKw IV (Reserves)
    5 x StuG III
    2 x AT
    6 x Half-Tracks
    3 x Trucks
    Btn Hvy Wpn: 2 x 120mm mortars 9(40)0
    Artillery Support:
      6 x 75mm direct support
      4 x 150mm direct support
      4 x 105mm general support

Administration:

All infantry, heavy weapons and armor have been resupplied with food, water and ammo.

Artillery ammo allocation has been established as follows:

    75mm: 25 x HE, 2 x Smoke, 1x Illum
    105mm: 15 x HE, 1x Smoke, 1x Illum
    150mm: 20 x HE, 1x Smoke, 1 x Illum

Intelligence:

US forces have been estimated at:

    1 x Inf Co (full strength), dug- in
    2 x 47mm AT (B/630TD), recently arrived and probably not yet dug-in
    1 x 81mm mortar, dug-in
    2 x MG ph, dug-in
    6 x 105mm (US B/109FA Arty Battery), dug-in
    10 x Trucks
    2 x M4 Shermans (remnants of a I/A/707)
    6 x mines (emplaced so as to deny roads)

Orders:

Mount up and move to the appointed assembly area, armor leading and providing flank security. The axis of movement is along N16. Once heavy weapons have been sited in Assembly Area Snowfall, proceed to jump-off positions Swift, attack and capture the objective, destroy the US Artillery or force it to displace off-map, inflict crippling losses (>50%) upon the US infantry, clearthe village- including surrounding buildings-an hold it against all comers. Await new orders.

Failure Instruction:

Return to Roder in disgrace.

The preceding could be a typical set of orders when playing a game of Bloody 110, the Gamers' entry into the Battle of the Bulge sweepstakes. The purpose of this article is not to review the Tactical Combat Series (TCS) or Bloody 110 itself, but rather to explore the tactical options presented to the wargamer by the system, as designed.

Although examples are taken from Bloody 110, the theories expounded within apply equally well to other WW Il TCS games (e.g. Objective: Schmidt and Omaha). Written from a Bloody 110 German commander's perspective, rules apply generally to any attacker.

The tactical theories expounded within should be appraised with a critical eye. Local conditions may render some or all of them inappropriate. Command authority rests squarely on your shoulders.

Factors such as weather, visibility and terrain are evaluated for their impact, where appropriate.

How does a Kampfgruppe CO approach the capture of a well defended objective, with the enemy dug-in and well supplied with artillery rounds? The steps are relatively straightforward and known to most:

    1. Assembly Area setup;
    2. Approach march;
    3. Observation Post (OP) and support group setup;
    4. Artillery preparation;
    5. Firefight;
    6. Assault;
    7. Secure objective, if appropriate.

That's the theory anyway. Now in practice... Theories have been formulated as rules in order to facilitate their assimilation by newcomers to the TCS system. Veterans might want to review them and improve on them.

Phase 1: Assembly Area Setup

Rule 1: Provide Rear Area Security

Assembly Areas are usually located in rear echelon areas to avoid exposure to direct enemy observation and fire. This in no way implies that they are safe from aggressive enemy forces. A mortar and/or artillery (hereinafter referred to as 'tubes') assembly area constitutes a target-rich environment in which a predatory task force would positively thrive! Protect it.

Dynamic protection comes in the form of available transportation. Mobility allows tubes to seek refuge elsewhere, if threatened. Mortars are atbest slow movers, while some ofthem, and all artillery, are Tow Only (TO) units.

Static protection is provided by a small garrison. A single platoon or MG can buy enough time for your tubes to huffy to safety. A low firepower, low morale or depleted unit constitutes a cost effective garrison. Such a force isn't likely to defeat an enemy force. It's purpose is to buy enough time to move your tube to safety or to manoeuvre a security force into position. Tailor the protection to the threat. Be conscious of the fact that the threat can increase suddenly.

Phase II: Approach March

Rule 2: Don't Bunch Up

Napoleon put it another way: "March divided, fight united."

It's as simple as that. Spread out as much as possible. Fire delivered on target will attack every unit found therein with the full brunt of its firepower! Old grognards will remember that in PanzerBlitz, when faced with Indirect Fire, you stacked as many units as possible into a single hex so that the total firepower would be divided by the number of units present. This amazing rule dictated that target-rich hexes were safer than target-poor ones! Realistically, this is not the case.

Note: Rule #2 applies at any time units are moving under observation, even long-range observation. Remember that artillery can reach any on-board location in a matter of minutes. Harassment fire is real enough once shells start falling, however scattered, among soft targets. Soft targets are defined as any truck or moving infantry unit, including heavy weapons.

Rule 3: Provide Security During Movement

In a long approach march, the tendency is to put everyone in move mode, line them up on the nearest road, and send them running in single file to the assembly area. This is fine if the road and adjacent area is under firm control. But there is always the possibility of interception or ambush (optional rule) by an alert enemy. This could put a serious wrinkle in a carefully planned offensive! If your column is composed of fast vehicles, and you move last, speed is your best security as your forces can usually travel through the dangerous zone in a single impulse. Otherwise, it is best to leap-frog portions of your forces.

Rule 4: Do Not Manoeuvre In The Open Under Enemy Observation

The +2 Die Roll Modifier (hereafter DRM) associated with moving in the open makes this a losing proposition in the face of anything but the most ineffective fire.

Nighttime offers great protection with its -3 DRM (when there are no illumination rounds aloft), but by then you are manoeuvreing at 100-200m range where the force multiplier is x2 or x3. This could very well offset that -3 DRM, depending on enemy strength.

If the terrain is congested, the +2 DRM is lessened and may even reach -I DRM. A second look might reveal a defilade approach path.

If the only approach path lies over open ground, manoeuvre to just outside effective firing range, accounting for the prevailing visibility and enemy force composition.

Note: Even the lowliest of infantry unit can call down some nasty overwatch 81mm mortar rounds upon the unwary traveller, at the respectable range of 1000m, resulting in a +1 DRM (+2 for moving in the open, -1 for a firepower of 3). If battalion or regimental mortars are available, the effective range becomes 2000m or more, with the +1 DRM disappearing.

Phase III: OP Setup

Rule 5: Forward Observers Take A Lot Of Abuse

Whenever possible, reduce OP exposure from direct fire by laying down Smoke to obscure threatening enemy positions. Your 81mm mortars are excellent for this task, should you get to shoot first, of course! Pay particular attention when forward observers are moving into their appointed OP location. They are vulnerable, being in move mode. Be kind! Provide them with a -1 DRM for being in a smoke hex.

In congested areas, the smoke laying artillery mission (or mortar rounds) is called in 100m ahead of friendly forces (OPs, support groups, or assault groups). In open ground, smoke is called in 100m short of enem y positions for maxim urn effects, unless there are two or more enemy forces, in which case it makes more sense to lay the smoke immediately in front of your own forces.

Whenever calling down a fire mission at close range, remember:

Rule 7: Spotting Rounds Have No Friends

A 75mm round, firepower of 2, is perfect for this assignment. Spotting rounds may land right on top of OPs, or worse yet on top of forming support/assault groups. Modifiers consist of a - 2 DRM (2 firepower) and between 0 and -3 DRMfor the terrain (OPs units should be in fire mode before calling down fire missions), for a total of -2 to -5 DRM. These are acceptable risks. A 150mm or 105mm round does not offer the same life saving -2 DRM.

[Ed. Note: Round types can't be mixed in a fire mission, you can't fire 75's to spot and 150's for effect. I'm not sure if that is what the author is intending here, I just didn't want anyone reading this and leaving with the wrong idea.]

Rule 8: Avoid Ammo Wastage

Just how many rounds are enough to do the job, and yet avoid wastage? In restricted visibility (terrain or weather effects), 12+ rounds may be required to adjust fire. Play it safe: ammo permitting, use 12-18 rounds of 75mm (HE) to adjust and Fire For Effect (FFE) with 1+ x Smoke. Extra HE rounds may create a few additional smoke markers with the odd round killing a point target (i.e. truck or AT gun, or even a tank!). With good visibility, 6-12 rounds should prove sufficient to adjust.

Note: spotting round requirements are expressed in number of rounds because not all batteries are created equal. A 4 tube battery is definitely not the equal of a 6 tube battery in this respect.

Rule 9: Friendly Fire Is Not Friendly

The target hex location is known, and so are the six possible scatter 'spokes.' [Ed. Note: I don't think he is using 'scatter rotation' as he should, see TCS rule 10.7b.]

To the greatest extent possible, do not locate OPs anywhere along these spokes, but rather adjacent to them. Minimize exposure risks. This applies also to fire and assault groups located nearby. It's tough enough avoiding enemy fire without having your own artillery rain down shells on your parade! Of course, in the real world good firing and jump-off positions are hard to come by. A certain level of risk taking is justifiable, given operational considerations. Avoid sloppy dispositions.

A note on Nebelwerfers. These things are dangerous! To friends and foe alike. There is no adjustment possible. They fall in Area B concentrations, which means that an area 1200m wide will be affected. It is not unlike duck hunting with a sawedoff shotgun. You put up as much lead as possible in the air and hope to hit something. Too few smoke markers are created to be really useful, especially if you consider that they land in a 600m radius. Such concentrations are too unreliable for assault preparation. Rely on artillery for that purpose. Use it against attacking forces or large road bound convoys. In both cases, the enemy is at risk and you should get a decent DRM against anything that you hit.

Phase IV: Preparatory Artillery Barrage

Rule 10: Spare The Ammo, Spoil The Attack

Given the fact that you will need anywhere from 4-12+ rounds to adjust FFE, the proportion of rounds wasted in adjusting fire grows in inverse proportion to the number of rounds committed to a fire mission. Example: you call in a 4xHE battery fire (4x 150mm). This is 16 (44) rounds. With 4 spotting rounds, this means that 25% (4/16) of the rounds are wasted, unless they happen to drop on a worthwhile target. In poor visibility, should 12 rounds be required prior to FFE, you actually waste 75% (12/ 16) of your fire mission. Now, if you call 8 x HE in the same situation, the wastage goes down dramatically to approximately 12.5% (4/32) and 36.5% (12/32) respectively. Wastage of 33% is a terrible thing; 75% is downright criminal.

Consider target resiliency in your computation. If infantry units are dug-in buildings and villages, the DRM is -3/-5. With 105's this means that you must secure 6/10 hits respectively just to bring back the DRM to neutral 0. With 150/155mm rounds, you require slightly less: 5/8 respectively. Still, those are impressive numbers to achieve. Barring Irish luck, you must ensure that you deliver massive barrages just to get a decent shot at those targets. Hits might be secured on peripheral point targets (e.g. trucks, AT guns and armored vehicles), but the core of the defense (the infantry) will still be there when you risk the assault, or attempt to move in with the armor.

If you are going to call in artillery, clobber them!

Phase V: The Firefight

Rule 11: Suppressed forces lose 50 % of their firepower.

It is essential that enemy infantry platoons be reduced in steps before launching all but the most overwhelming assault. This is a job for fire support groups.

Like most things in the TCS, the formation and siting of effective support groups must be planned and timed carefully. Fire support groups must jump off on the turn scheduled for suppressive barrage delivery in order to derive maximum benefit from the suppression and the smoke markers created. Remember, smoke has a short life span. If you fail to seize the opportunity created by a well delivered barrage, you will have to do it all over again. Meanwhile, your forces are exposed and vulnerable to enemy counter-battery fire.

Make sure that they can reach their allocated positions within one manoeuvre segment. Have them mounted in vehicles if necessary and dismount on top of their objective. Vehicles are to make their escape as best they can: they are expendable! Troops and artillery rounds are in limited supply and thus more precious.

Rule 12: Overkill

Go after the US units one at a time and bring lots of friends with you. Don't bunch up! Make sure that observers are available from as many companies as possible to benefit from every mortar available. You want to inflict losses every turn that contact is maintained because there is a heavy toll to pay each turn.

Rule 13: Beware Of The 105's

In a firefight, the lowly 3(6)3 does not pose a mortal threat, except to armor at close range in congested areas, but those terrible 105's do. They will kill you as sure as you stand there. Minimize your exposure. Keep him blind as long as you can. He cannot call in fire missions when his OPs are blinded by smoke. Make sure of this.

Rule 14: Value Thy Mortars

One of the greatest assets available are well sited mortars. A weak 4(20)0 mortar cannot eradicate a dug-in enemy, but it can safely deliver a smoke round on target 100% of the time. Do it! A single smoke delivered 100m in front of a enemy strongpoint renders it ineffective and provides your manoeuvre groups freedom of movement. At night, illumination rounds are essential in a firefight since the nighttime -3 DRM is too much of a handicap to overcome, in addition to all the other DRM available to an astute defender.

The advantages of mortars, smoke and illumination rounds over artillery are many. They are delivered on target, requiring no adjustment. They do not cost anything. You have and unlimited supply of them. There is no fire delay involved. You get them now. Right when they are required, and where they will do the most good.

The downside is that there is never enough of them. There is always something that they could be doing. Add their firepower in a firefight to secure that last +1 DRM; fire smoke to blind US OPs; fire illumination rounds (at night). The observer must be of the appropriate company, unless dealing with battalion mortars.

Rule 15: Close The Range

Local conditions permitting, close the range and come to grips with the foe. Dithering at long range rarely achieves the desired results. The attacker must force the issue.

Remember, artillery can reach any on-map location and HE rounds have the same impact regardless of range considerations. Losses are unavoidable and must be accepted with composure. As long as defenders are killed at an acceptable rate, e attacker must maintain the pressure relentlessly, reinforcing wherever necessary, using reserves to do so. You did include reserves on that op sheet, didn't you?

In congested areas, there is little choice but to come to terms with the defenders eyeball -to-eyeball.

Rule 16: Have Some Fire Mission Available Every Turn

Always plot some fire mission for upcoming turns. You can always hold fire if artillery is not required. The alternative is to resort to immediate suppression which can be extremely wasteful of artillery resources. Planning is so much better.

And now a few rules for armor fans.

Rule 17: Armor Does Not Belong In Congested Areas

In congested areas armor is at great risk and should only be used in dire circumstances. Get it out of there.

In open areas, it's a different story altogether. Close the range to 200m to benefit from the x2 range modifier, while the AT die roll is an acceptable 12. If infantry is stacked with armor (+2 DRM), AT rolls become ineffective.

In low visibility conditions (-2 DRM), the required AT die roll is 12. Add night conditions (-2 DRM) and it comes down to 10. Illumination reduces that DRM to +1, making the required AT roll an 11. Remember that assembly area mortar? Give him a call, you'll be pleased you did.

Rule 18: The Night Belongs To The Infantry

Do you know what the required AT roll is to kill armor at night, in bad visibility, in congested areas (woods, buildings, villages, forest, take your pick), at close range? No? Don't bother to look it up. It's very low. And remember, infantry units get as many AT rolls as there are units. Believe in combined arms operations: stack armor with infantry. Do not spare illumination rounds at night. Open up the range to 300+ meters. This provides invulnerability versus AT rolls.

Rule 19: Armor Is Not Immune To Artillery

Although boxcars are relatively rare (1/36), sightings are reported regularly. Large armor forces are what is required to blast away at dug-in forces, but their very presence will attract heavy fire missions from the defenders' artillery. Don't Bunch Up! At least not sufficiently to make it worthwhile to hit you with artillery. Example: A tank platoon is stacked with an infantry platoon in the open, in good visibility. It feels smug because of virtual immunity from AT rolls. But suddenly 6x 105mm rounds land smack in the middle of the laager! We have 6 rounds x 5 tanks = 30 die rolls. The probability of loosing at least one armor is approximately 58%. More may be lost. For good measure the infantry platoon is hit at +3 to +5 DRM, depending on its mode.

Hint: 75mm is a wonderful weapon versus armor and other point targets. There is plenty of ammo to go around. It's firepower will not be missed for bunker busting, and it is quite adequate to destroy any tanks present: 75mm rounds kill tanks just as effectively as 150mm rounds. All you need is that boxcar. Go for it.

Phase Vl: The Assault

OPs are in place and calling down fire missions, the fire fight has been going on for a while and the assault groups have been assembled in jump-off positions. Is it timeto press home the assault? Let us analyze the cold facts.

A US infantry platoon's basic firepower is usually 3 while some of the ad hoc platoons are worth 1 or 2. A force multiplier worth x5 applies to in-hex fighting, usually resulting in a +1 DRM. Factor in the +3 DRM for assault conditions and you get a total of +4 DRM. In a village, the defender gets+1 DRM versus move mode attackers: total +5 DRM. This is a no-go situation. What are the lessons to be learned form all of this?

Rule 20: Soften-up Assault Hexes

Smoke. Simple, elegant, free (if mortars are used), and yet the single most effective option available. Smoke provides a -3 DRM: -2 DRM for the firer in smoke, and -1 DRM for the target in the same smoke.

Suppression. Suppressed defenders have their firepower curtailed by 50%. This should remove the firepower +1 DRM.

Attrition. Inflict as many step losses as possible before launching the assault. Infantry platoons have 5 steps. If unscathed, killing off such an opponent will require extensive die rolling. Assaults should be as brief and brutal as possible because of the possibility of failed morale check, terminating the assault.

Terrain. Given a choice, avoid open ground (+2DRM), villages and woods (+1 DRM), Buildings are better (0 DRM), while forest is top (-1 DRM). The target has been prepared. How much force is required?

Rule 21: Bring Lots Of Friends

The attacker must overwhelm the defense. This requires mass. Sufficient mass to achieve +2 DRM, or better. The target hex is in smoke (-3 DRM). Consider terrain. Villages are -5 DRM for dug-in infantry, -3 DRM for dug-in forest and buildings. Visibility. Nighttime results in -3 DRM unless an illumination round is present (highly recommended if not downright essential).

The attacker gets +3 DRM for assault conditions. Thus, the attacker requires anywhere from +4/+7 DRM from its firepower to achieve +2 DRM overall. Considering the force multiplier of x5, this means that the attacker must provide an effective force of 8 through 14 firepower (40/5 through 70/5). The key word here is 'effective.' Consider that the defender fires first and that attacking units may be suppressed and forced to retreat out of the hex. The attacker must achieve overkill while minimizing the number of attackers to reduce casualties.

In practical terms, this means:

Rule 22: Save Your Best Troops For Assaults

Strong 7(6)2 and 8(6)1 platoons are best. A single 8(6)1 can achieve the minimum +4 DRM, while 2x7(6)2 can achieve +5 DRM. Medium size platoons, worth 5 or 6, are an acceptable substitute if a whole company is used. Weak platoons, 3 and 4, are not effective except in the most lopsided situations.

Rule 23: Anticipate Losses

A single US 3(6)3 infantry platoon can obtain anything from +2 DRM through -4 DRM into the jump-off hex: terrain modifier ranges from -1 (forest) to +2 DRM (open), firer in smoke (- 2DRM), and target in smoke (-I DRM). To this you must add the firepower DRM. Check out the availability of mortar fire, and supporting weapons.

Not all assaulting platoons will come out unscathed through this hail of fire. Some may be suppressed short of the objective. Others will continue while taking punishment. Every step lost increases the probability of failing subsequent morale checks by becoming suppressed. Remember that you may break off the attack at any time. Should you find out that more platoons than anticipated survive the defender suppression fire, leave them in the jump-off hex. They might constitute a second wave, or assault another hex. The preceding must be tempered by the following consideration: A successful stack of elite troops is a very tempting target. It will be targeted by every weapon with an LOS.

Rule 24: Never Give A Sucker An Even Break

The attacker wants the defenders to assess the situation and determine that there is little hope of repulsing the assault or even to inflict a significant number of step casualties. Present the defender with an obvious SYR situation, and hope that he takes it. As Montgomery said: "Don't frig about, hit them with all you've got."

Phase VIl: Secure The Objective

Rule 25: Garrison Objectives

Although mobile operations fans like nothing better than to keep on rolling, a slight pause might be in order after capture of an objective (an objective, not a single hex). The attacker must ensure that a garrison is assigned the task of holding the newly won objective. If this is not done, it would be a relatively simple matter for the defender to infiltrate some forces right back into that hard won village.

Look around. There must be a company that took heavy casualties. In which case its offensive capability has been greatly impaired, to say the least. Even depleted, such a company can dig in and become a force to reckon with, on the defensive. Make sure you bring up its mortar. If available, assign it one or two anti-tank guns to bolster its strength. Its real strength, like its US counterpart, resides in its ability to call down artillery missions on any US forces bold enough to go over to the offense.

Overall Strategy

Rule 26: Pick Your Spot

Defenders usually rely on perimeter defense, with infantry platoons being assigned forward positions due to their relative scarcity. When armor is present, infantry has to look after it (on defense) lest they be bushwhacked by tank busting platoons.

Do not attack all along the line. Pick a spot and overwhelm it. Once inside the perimeter, you will find that defenders are fewer, and usually weaker. An exception to this rule occurs when enemy reserves are present. The attacker may find it necessary to launch a diversionary attack to force the defender to show his hand before committing the reserves to the breakthrough. Uncommitted perimeter defenders have a dilemma. they are not contributing to the firefight. Should they move, they forsake the dug-in - 1/-2 DRM. Hit them with every weapon that will bear while travelling. Payback time.

Rule 27: Cover Egress Locations With Fire

Enemy units are never as vulnerable as when they are in move mode in open terrain. The attacker must hit them as hard as possible while in transit, lest they dig in somewhere else unscathed. To this effect, position blocking units overlooking the likely egress avenues.

Remember those ATs that you brought along but didn't know how to use? They make perfect blocking units. So do MG equipped vehicles, once they have unloaded their passenger. Depleted platoons will do nicely as well as those small German tanks (e.g. Gw 38(t)). Due to their relatively low firepower, outright kills are unlikely. But suppression results are likely, thereby preventing escape. Stranded units become easy prey for roving tanks and artillery fire missions.

Rule 28: Don't Get Careless

The outer perimeter has been breached. Soft targets are attempting to displace to alternate locations. One or two perimeter positions remain however, dug-in and all, covering up the retreat. Proceed with extreme caution. The enemy knows that a getaway is unlikely and is prepared to stand and die. Nothing would please him more than to be able to kill off as many of the attackers as possible.

Take the time and effort to set up properly, especially if he can still call in fire missions. The attacker should aim to overwhelm such defenders one at a time, preferably with fire. Assault only if sure of a quick kill. Save artillery ammo. Use direct fire whenever possible.

Rule 29: Have Alternate Plans Available

What hasn't been mentioned--to preserve your morale-- is what the US defenders can do to ruin your day. A great emphasis has been put on calling in fire missions, smoke markers, illumination rounds (at night), support positions etc. All of this will go for nothing if the US gets to lay down his suppressive barrage first. Invariably You will be smoked out and unable to bring down your own artillery preparation. Then what? Irwin Rommel said in his book Infantry Attacks: "He who shoots first has the advantage in a firefight."

Initiative is determined by a crucial die roll. Should you obtain the first Artillery Mission, look around, determine the area where a pre-emptive barrage would cause the most disruption and strike first. Hard. Do not skimp. Never skimp on artillery fire missions. Defenders may commit available reserves or shift perimeter forces to reinforce the threatened area. The attacker must be able to reinforce, or exploit as necessary. Which brings up one more rule.

Rule 30: Have Some Reserves Ready

Do not commit all available forces. Most op sheets should have some elements assigned as reserve. Reserves do not interfere with activation. In fact, I find that reserves actually help in that respect by keeping the op sheet size down.

[Ed Note: This is not correct, Reserves count like everyone else toward group size.]

The attacker should be able to activate that much faster by keeping the op sheet size down. When you need them, reserves are relatively easy to activate, if they are not too numerous. For example, a platoon of infantry reinforced by an armor platoon requires a die roll of 3+ to activate after 17:00, 16 Dec and 4+ before. That is entirely acceptable.

Conclusion:

TCS is a great system in that it gives you the tools required to emulate WWII commanders in a realistic, yet simple enough manner. Each TCS component is simple in and of itself. It is the interplay between all the components that is hard to master.

There are enough local variables to keep the situation interesting. I have attempted to provide TCS recruits with some guidelines while playing the attacking side (Germans in Bloody 110). I will attempt in a return article to explore the many and varied options offered to defenders. You will then realize that not all is rosy for the attacker. Until then, good gaming.


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