![]() ![]() Having neatly bagged up all my blocks, carefully labeling each bag with the relevant infantry platoon, tank platoon, escort platoon and so on, I discovered that each Scenario creates Impulse Forces built up from units drawn from different platoons. My first and a totally simple, practical one illustrates my point only too well. To continue the analogy, there will be plenty of falls along the way. Taken in this manner, a potentially steep learning curve starts to look a little more like starting on the nursery slopes until eventually tackling the dangers of off-piste skiing. Similarly, the Movement Cost table is far simpler than most games that include infantry and a range of different types of vehicle. All is not lost as, in reality, this table is a very simple: nearly all costs associated with walls, apertures and breaches are 2EPs, while other costs are 1EP. The final coup de grace for some might be that range isn't even counted in a simple ratio of 1 EP equals 1 hex, but needs a separate table as some terrain costs more than 1 EP to see through! But for once don't despair. A series of symbols will tell you the type of unit that can be affected and the colour of the symbol will tell you whether it is only friendly blocks that can be affected or both friendly and enemy blocks. Any blocks or Population counters that lie within those residual EP ranges will also be affected and to find what that effect may be you'll need to look up a separate chart on P24 of the rule book. At these ranges there is residual EP - a single red stripe indicates a radius of 1 EP, two stripes indicates a radius of 2 EPs. Look back at the stats card and you'll also notice the strange red stripe symbols beneath certain range boxes. However, this individual combat isn't over yet. Use the Play Aid to help guide you through mastering Combat ![]()
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