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Of course there would be more up-to-date waves like 8th active and training units or 11th and 12th wave veterans raised for the campaign in Russia , however most of waves mobilized reservists.
Experience is sometimes overlooked factor which simply means 'veterancy level' of each unit. So for each year of fighting - starting from - some divisions would gain another veterancy level.
Infanterie-Division was mobilized before war, but it was part of HG C next to French border, so it didn't took part in any serious fighting or major campaign and so it hasn't additional exp in April The same goes with units mobilized after Fall Weiss.
HQs appear in two different ways in attacking countries. They aren't supposed to fight on the frontline, they're more like flavour units which present chain of command.
Defending countries' HQs aren't locked to prevent them from being destroyed in first battles. This rules are likely to change a bit in bigger scenarios like Barbarossa, where army HQs shouldn't be locked, as they, let's say, can't command units in Moscow and still stand in Warsaw.
Garrisons represent border troops and fortress units. They're usually locked and they're significant mostly for defending countries, however German Grenzschutz units are present as well.
Fast units are presented according to rules above. The more important issue is composition and model of the unit.
Panzer-Division Kempf, 1. Motorized, mechanized and special forces units have usually model resulting from army tier. Air units Flying artillery was treated in a bit different way.
In vanilla DH basic air unit is Geschwader. Instead of such approach I decided to go down and use Gruppe as main air unit.
It works pretty well - even countries like Poland or Czechoslovakia have reasonable air force and it is possible to fight with Luftwaffe from time to time.
I treated them as escort fighters unit. Strategy , Indie , City Builder , Historical. Simulation , Action , Strategy , Naval Combat.
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Nominated for 3 Oscars. Edit Cast Cast overview, first billed only: Matthew Broderick David Dabney Coleman McKittrick John Wood Falken Ally Sheedy Jennifer Barry Corbin General Beringer Juanin Clay Pat Healy Kent Williams Cabot Dennis Lipscomb Watson Joe Dorsey Conley Irving Metzman Richter Michael Ensign Beringer's Aide William Bogert In , Colonel Thilo von Trotha published his own wargaming treatise which went through three editions and had more complicated rules.
The Austro-Prussian War of and the Franco-Prussian War of broke a long period of peace for the German states, which made many officers feel a pressing need to better familiarize themselves with the conduct of war.
This led to a surge in interest in Kriegsspiel among Prussian officers. Lieutenant Wilhelm Jacob Meckel published a treatise in [d] and another in [e] in which he expressed four complaints about the overcomplicated rules of Kriegsspiel : 1 the rules constrain the umpire, preventing him from applying his expertise; 2 the rules are too rigid to realistically model all possible outcomes in a battle, because the real world is complex and ever-changing; 3 the computations for casualties slow down the game and have a minor impact on a player's decisions anyway; 4 few officers are willing to make the effort to learn the rules.
The only things he kept were the dice and the losses tables for assessing casualties. In , General Julius von Verdy du Vernois proposed dispensing with all the rules and tools completely and allowing the umpire to arbitrate the game entirely as he saw fit.
Kriegsspiel attracted little attention outside of Prussia before In , the French general Auguste de Marmont witnessed a Kriegsspiel match in Berlin and commissioned a translation of Reisswitz's manual which was submitted to the French army in March Many credited the Prussian army's superior performance to its wargaming tradition.
The Prussian army did not have any significant advantage in weaponry, numbers, or troop quality, but it was the only army in the world that practiced wargaming.
Baring, based on the system of Wilhelm von Tschischwitz, was published in for the British army and received a royal endorsement.
Livermore published The American Kriegsspiel in In , a group of students and teachers at Oxford University founded the University Kriegspiel [ sic ] Club, which was the world's first recreational wargaming club.
Kriegsspiel has undergone a minor revival in the English-speaking world thanks to translations of the original rulebooks by a British wargaming enthusiast named Bill Leeson.
This summary is based on an English translation  of a wargaming manual written by Georg Heinrich Rudolf Johann von Reisswitz in Reisswitz's wargame was an instructional tool designed to teach battlefield tactics to Prussian officers.
It therefore aimed for maximum realism. The participants were expected to be well-versed in how battles were waged in the early 19th century. This was particularly true for the umpire, who had to arbitrate situations which the rules did not cover using his own expertise.
Kriegsspiel is an open-ended game with no fixed victory conditions. The objectives of the respective teams are determined by the umpire and typically resemble the goals that an army might pursue in a real battlefield situation, such as expelling the enemy from a certain defensive position or inflicting a certain number of casualties.
The game is played between two teams and one umpire. Either team can have any number of players, but Reisswitz recommended 4 to 6 players each and that they be equal in size.
Only the umpire needs to be fully familiar with the rules, as he manipulates the pieces on the map and computes the outcomes of combat, whereas the players describe what they want their troops to do as if they were issuing orders to real troops in the field.
The map represents the battlefield. Troops on the battlefield are represented on the map by little rectangular pieces.
In Reisswitz's time, these piece were made of lead, but modern reconstructions typically use plastic. Each piece is painted with markings that denoted what kind of unit it represented cavalry, infantry, etc.
The dimensions of each piece matched the dimensions of the actual troop formation it represented, to the same scale as the map.
Thus, each piece occupied an area on the map proportional to the space the actual troop formation would occupy in the field.
The umpire establishes the scenario of the game. He decides what the tactical objectives of the respective teams are, what troops they are provided with and how those troops are initially deployed on the battlefield.
The umpire will then assign each team the appropriate troop pieces for their units. If there are multiple players in a team, the teammates will divide control of their troops and establish a hierarchy of command in a way that should resemble Prussian military doctrine, subject to the umpire's approval.
Players do not speak to each other. Instead, they communicate with their teammates and the umpire through written messages.
This is so that the enemy team cannot hear their plans. Simulation , Strategy , Diplomacy , Management. Action , Battle Royale , Shooter , Survival.
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