The rules are intended as a fast play set that emphasise the chaos and confusion of battle. Your troops may not do what you want.
Written to play on a small area (down to 2 x 2 tables) and avoid complex rules.
Turn sequence isn't fixed and the active player passes back and forth with not all units getting to act making prioritising your units and interrupting your enemy key decisions.
When your troops are shot at they go to ground gaining pin markers that limit their ability to return fire and move. As a commander you know they were hit and how badly but are they just gone to ground or dead? Only find out at the end of the turn.
Units represent gun and rifle groups allowing realistic fire and maneuver at section level. Firepower is affected by unit type and range meaning Bren groups fire differently to MG34 gruppes.
Lots of research has gone into the game from reading accounts, war diaries and media of the time plus visits to the key locations.
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