

The command and order is system is elegant and effective, using orders drawn on a map.


The infantry and carrier each count half towards the stand count for morale purposes when the infantry are dismounted. Keep the two together, with both stands considered to occupy the same space if desired. For those who don't like the idea of combined stands, it's easy to modify: leave both the vehicle and infantry on-table when the transported infantry dismount. But I know many gamers can't give up having separate infantry stands mount/dismount (just as grand-tactical Napoleonic rules without formations are a struggle for gamers who want to be Napoleon, but at the same time still want to order their individual battalions to form square!). I find the rationale and the way the rules are written to accurately reflect real-world tactics and use. The rules model the performance of CTs according to their doctrinal use and behaviour. The rules use combined stands for infantry and their transports, called "Combat Teams" (CTs). Battalions are really the units being ordered in the game, with the platoons acting as 'strength-markers' for the battalion.įor even larger battles, the rules and stats for units could be used largely unchanged, using company stands in place of Platoons (in fact, there are even house rules and ORBATs for Company-stand based games on the Spearhead Yahoo Group). It uses platoon-bases, and is a divisional-level game.
