Game Settings
Game: | Second Front |
---|---|
Scenario: | Full Campaign Game + House Rules |
Optional Rules | All used |
House Rules: | Yes, see below |
Game Played: | March to July 2000 |
Axis Player: | Derek Cassidy |
Allied Player: | Phil Mason |
House Rules Used
- Percentage Incremental Odds dice
Mulligan Chip – for that particularly bad roll of that particularly important combat:
allows one re-roll, then option reverts to other player - Low-odds overruns per TEM 5:
+1 MovePt to 10:1, -2 column shift with all combat modifiers, except no air or sea support; results stands for defender, but any non-DE result is an HX for the attacker who must halt Psycho SS panzer divisions, per TEM 5: - The Axis get an additional +1 to the combat if there are ³ ½ REs of SS c/m units involved (excl artillery). They must take Compulsory Losses. SS also give the NKVD defence result modifiers per Scorched Earth. Partial city hexes of a Multi-hex city only provide an airbase of 3 capacity
- Cory Manka’s supply system per TEM 53
- Kammhuber Line:
All city and port intrinsic FlaK in Germany and the Benelux is counted as Heavy AA. Dutch and Belgian cities & ports are rated at the same intrinsic AA strength as the corresponding values for Greater Germany - auto Allied minesweeping
per John Astell’s recommended amendment – enemy mines are automatically swept in an initial phase if within 5 hexes or less of a friendly port - Axis Malta Danger Zone effects – see below
- Axis big ports’ DZ override smaller Allied ports’ DZ