This weeks game saw us play a small WW2 with around 500 point(ish) aside using the Iron cross rules for the first time. I have been keen to play test these rules as we have had them for some months now without playing a game with them, also my WW2 armies having been gathering dust as we have been busy wargaming other periods and various different rule sets of Late and the WW2 gaming had been placed on the back burner somewhat., so I hoped that the rules might help rekindle my excitement in gaming the WW2 period.
American 75mm Shermans and infantry detachments advance cautiously down the road.
Panzer IV Tanks at the ready for the advancing American armour
I kept the forces small and simple with both armies almost a carbon copy of each other with a mixture of a few tanks and infantry squads with support teams. We played the engagement scenario from tne book, both my dad and I lost a unit from reserves as they became lost on their way to the battlefield, I quite liked this rule as it means your not guaranteed any of your reserves will arrive, on a bad day rolling the dice you might find you don't get any of your reserves which would be a major blow to your battle plans. So the rules themselves, did we enjoy them? The answer to that is yes definetly. Once you get to grips with the activation and reaction command phase it really opened up a tactical game with lots of possibilities. The rules are for the most part really straight forward, we got stuck on a couple of issues regarding tank damage ( this since has been sorted out) and made a couple of mistakes as we forgot a couple of the rules e.g infantry not penalised for moving and firing, that aside we managed to complete the game and I managed to grab a victory with the Americans. I particularly liked the fact that tanks operating too close to enemy infantry unsupported by your own infantry were penalised when firing and moving, all to often infantry have played only a small part in games we have played with previous rules sets, in Iron cross they have a purpose and can be a major threat to isolated tanks. The firing system was all based around a D10 and a D6, in this game I never rolled more than two at a time (a vast difference from our flames of war days). With only a small chart to check when determining pluses and minuses to the diice score, this made for a swift turn sequence.
The panzer IV's are both knocked out by reaction moves from the American tanks
A Marder III M lurks behind tne hill line