Thursday, August 15, 2024

Seven Days To The River Rhine - 10mm game

















Game at Stephens and an outing for his 10mm 'modern' kit with Seven Days To The River Rhine rules 

An attack/defence scenario with USSR on offensive and USA defending with half points but with hidden deployment (50% extra counters as dummies and ability each turn to obtain extra Command Markers).

The hidden status is major boon as units only able to be spotted if they activate (usually by firing) or a Recce unit (Ivans had two BMD2) comes within 12" or foot sloggers to within 4" (good luck with that), MBTs and other AFVs cannot spot at all. 

Attackers have 50% more points but with extra Command rolls the defender often has same if not more Command points to play with.

As would be expected defender always get first shot whether on own Initiative Phase or as a Reactive action (they React on 3+ when hidden) which is all as it should be.

There is no artillery support (none in system) or similar which means no method to suppress an area even if units spotted so one need to expend lots of actions to try to place lots of Morale hits on or destroy individual units.

The Tactical Cards add a bit of flavour and random event type stuff and are nice addition to system.

Overall it is a fast playing and fun set with low rules overhead and I like the two actions per unit combined with the Reaction system.

Must give the WW2 Iron Cross version a read.












2 comments:

  1. We like the rules here too. 10mm looks really good. We struggle sometimes with our 20mm kit for maneuver, just have to kill enough for elbow room.

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