Friday 19 January 2018

Iron Cross
I have been introduced to Iron Cross, a good set of WW2 large-ish scale rules.

It is simple to learn be subtleties in the command structure make it hard to master.
Command tokens are given out 1 per unit, but 1 unit can use multiple. It is harder to activate a unit the more command tokens are allocated to it. Also as morale counters are gained from enemy activity, it gets harder to use units. The  tokens can also be used by non active units to react to enemy movement and shooting, but this is harder to do an dalso burns your counters.

Command starts with initiative player, but he can "pass" the activation to the other player any time. This can be crucial as a good tactic can be to get the opponent to use all their tokens and leave a player a free move to activate with out reaction.

Game 1 - WW2 Allies v Germans in the Ardennes, winter 1944.

4 BUA to be captured, ended in a draw.








Game 2 - Vietnam, Australians v NVA

Lee a member at our club has been tinkering with Iron Cross and adapting to different periods, first being the Vietnam war.

The Aussies hekd a village and were expecting reinforcements. The NVA were about to attack.



My command were tasked with taking the village and neither NVA force could cross thr river until there opponents were routed.


My mortars and MG's proved effective as did the Jack with the Aussies first attempt at A/T fire. However with tanks reinforcements the NVA were soon into the village and had 50% by the end, not enough for a win, 1 more turn would have claimed the empty buildings and the depleted units in the occupied ones.






One the other side, Steve with the NVA against Bob ambushed them allies and the big untouchable tank of Bob's hid behind an ambulance, Eventually the relief column was routed and by the end NVA were pouring over the bridge







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