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	<title>Game: Corps Command: Totensonntag</title>
	<link>http://www.boardgamegeek.com/boardgame/31697</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 30 Aug 2008 03:38:31 -0500</lastBuildDate>
	<pubDate>Sat, 30 Aug 2008 03:38:31 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		To get rid of the annoying &quot;Hit&quot;-Counters I converted the game to blocks. Printing, glueing etc overrun its time so that in between we get used to the &quot;Hit&quot;-counters... &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic365961_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/365961</link>
	<pubDate>2008-08-27T21:16:40+00:00</pubDate>
	<dc:creator>Knut Krummnacker</dc:creator>
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	<title>Thread: Re: ZOC &amp; Overrun</title>
	<description>Thanks for getting this, Knut.</description>
	<link>http://www.boardgamegeek.com/article/2558744#2558744</link>
	<pubDate>2008-08-15T14:46:10+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: ZOC &amp; Overrun</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;yes you can:&lt;br&gt;&lt;br&gt;&lt;i&gt;Peter Bogdasarian - Dec 28, 2007 10:04 am on Consimworld: &lt;br&gt;&lt;br&gt;Is the prohibition on overruns after moving from ZOC to ZOC only applied if the unit moves directly from ZOC to ZOC or does it apply to any armor/recon unit that starts its activation in a ZOC? &lt;br&gt;&lt;br&gt;The prohibition only applies if you move directly from one ZOC to another - the rationale is the unit is under too much fire to attack.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Knut</description>
	<link>http://www.boardgamegeek.com/article/2558041#2558041</link>
	<pubDate>2008-08-15T08:58:15+00:00</pubDate>
	<dc:creator>Knut Krummnacker</dc:creator>
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	<title>Thread: ZOC &amp; Overrun</title>
	<description>Hello,&lt;br&gt;&lt;br&gt;When entering a ZOC it is possible to make an overrun. OK.&lt;br&gt;When leaving a ZOC you can enter another ZOC, but are not allowed to overrun. But what does this exactly mean? &lt;br&gt;&lt;br&gt;Can i leave a ZOC into a normal space an than enter another ZOC and overrun?&lt;br&gt;&lt;br&gt;  Atti</description>
	<link>http://www.boardgamegeek.com/article/2556208#2556208</link>
	<pubDate>2008-08-14T18:50:02+00:00</pubDate>
	<dc:creator>Attila</dc:creator>
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	<title>Thread: Re: Corps Command: Totensonntag :: 10/05/08 :: una crónica en español</title>
	<description>Claro, con gusto una vez que repita la jugada anotaré todos los detalles para llevarles el reporte desde el campo de batalla.</description>
	<link>http://www.boardgamegeek.com/article/2515943#2515943</link>
	<pubDate>2008-07-30T22:44:18+00:00</pubDate>
	<dc:creator>joseaguerof</dc:creator>
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	<title>Thread: Re: Totensonntag was...</title>
	<description>Not hard, you just tell them, it was Sunday.&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2490909#2490909</link>
	<pubDate>2008-07-22T17:45:05+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<title>Thread: Totensonntag was...</title>
	<description>23 November in 1941 ie Turn 5.&lt;br&gt;&lt;br&gt;There are dates mentioned on the box, on the turn track and in the rule book but no &lt;b&gt;days&lt;/b&gt; of the week.  &lt;br&gt;&lt;br&gt;Am I the only one who found it strange that a game named after a particular day didn't actually mention which day that was?  &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;   (unless I missed it...)&lt;br&gt;&lt;br&gt;So now you know the answer if your opponent asks you &quot;Which of the turns in this game was Totensonntag?&quot;  </description>
	<link>http://www.boardgamegeek.com/article/2490636#2490636</link>
	<pubDate>2008-07-22T16:31:06+00:00</pubDate>
	<dc:creator>Eddy Vickery</dc:creator>
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	<title>Thread: Re: Which pieces are artillery?</title>
	<description>&lt;b&gt;elbmc1969 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Anything with a vehicle illustration is &quot;armored.&quot;&lt;/i&gt;&lt;br&gt;(I think it's &quot;anything with a vehicle illustration, except for Recon&quot; is armored.  Infantry gets a -1 firepower penalty for shooting at armor, but I don't believe it applies to recon, as everywhere else the rules say &quot;armor or recon.&quot;)&lt;br&gt;&lt;br&gt;EDIT: that's correct, &lt;a href=&quot;http://www.boardgamegeek.com/article/2003262#2003262&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&quot;recon&quot; is not &quot;armor&quot;&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also, the small text on the counters is terrible and the setup information is completely wrong and impossible to follow.&lt;/i&gt;&lt;br&gt;I agree, this part is disappointing.  Have you seen some of the things people have done to help tell the units apart?&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/290853"><img src="http://images.boardgamegeek.com/images/pic290853_t.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="/image/293936"><img src="http://images.boardgamegeek.com/images/pic293936_t.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="/image/295488"><img src="http://images.boardgamegeek.com/images/pic295488_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The second approach is neat, but I suspect the third gives the best reward:effort ratio.  It sounds like you've seen &lt;a href=&quot;http://www.boardgamegeek.com/article/2000514#2000514&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;the errata&lt;/a&gt;, but make sure you check it before before marking up your counters!</description>
	<link>http://www.boardgamegeek.com/article/2477941#2477941</link>
	<pubDate>2008-07-17T10:21:06+00:00</pubDate>
	<dc:creator>kuhrusty</dc:creator>
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	<title>Thread: Re: Which pieces are artillery?</title>
	<description>&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Which pieces are artillery?&lt;/i&gt;&lt;br&gt;&lt;br&gt;The ones with the white dot in the middle of the box, with a number inside the dot.&lt;br&gt;&lt;br&gt;Anything with a vehicle illustration is &quot;armored.&quot;</description>
	<link>http://www.boardgamegeek.com/article/2470889#2470889</link>
	<pubDate>2008-07-14T18:29:24+00:00</pubDate>
	<dc:creator>elbmc1969</dc:creator>
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	<title>Thread: Re: Artillery - Barrage or Assault</title>
	<description>Note a barrage lets you shoot at any unit in the stack, while an assault is only the top enemy unit.&lt;br&gt;&lt;br&gt;Assault = full firepower, no need to range in, no spotter, can only attack top enemy unit in stack.&lt;br&gt;&lt;br&gt;Barrage = reduced firepower, must range in, need a spotter, can attack any unit in stack.  This is the Western desert and so artillery is not very effective - you would see more useful guns in other theatres of the war.</description>
	<link>http://www.boardgamegeek.com/article/2470369#2470369</link>
	<pubDate>2008-07-14T15:22:40+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Which pieces are artillery?</title>
	<description>Thank you sir!  I found the post where every type of unit was broken down into such distinctions.</description>
	<link>http://www.boardgamegeek.com/article/2469919#2469919</link>
	<pubDate>2008-07-14T12:08:29+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
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	<title>Thread: Re: Artillery - Barrage or Assault</title>
	<description>Okay, so for a barrage, you have to do all that other stuff and then you fire normally.  I got it now.  Thank you very much Rusty.</description>
	<link>http://www.boardgamegeek.com/article/2469916#2469916</link>
	<pubDate>2008-07-14T12:07:23+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
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	<title>Thread: Re: Artillery - Barrage or Assault</title>
	<description>&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;To barrage, you need range, a spotter, and to range in. Do you then need to calculate firepower?&lt;/i&gt;&lt;br&gt;Yes; 7.1 mentions artillery barrages, and the penalties at the end of 7.4 are referring to artillery firepower in barrages.  (That's implied by the sentence which precedes the penalties, but I guess it could have been clearer.)&lt;br&gt;&lt;br&gt;&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;If you assault with artillery, do you need to worry about range, spotter, and range in, or do you just check firepower as usual for an assault?&lt;/i&gt;&lt;br&gt;Well, I don't see anything indicating that it's handled differently than other units' assaults.</description>
	<link>http://www.boardgamegeek.com/article/2469111#2469111</link>
	<pubDate>2008-07-13T19:38:48+00:00</pubDate>
	<dc:creator>kuhrusty</dc:creator>
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	<title>Thread: Re: Which pieces are artillery?</title>
	<description>&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Which pieces are artillery?&lt;/i&gt;&lt;br&gt;From the bottom of p. 3, left column: &quot;Artillery units possess a fourth rating (range), placed as a number inside the dot of its NATO symbol.&quot;&lt;br&gt;&lt;br&gt;&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It says they need a spotter, so does any friendly unit count?&lt;/i&gt;&lt;br&gt;Yeah, 7.4 just says &quot;a friendly unit.&quot;&lt;br&gt;&lt;br&gt;&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Which units count as armored? Just tanks? I know which one are recons, but there's no steadfast breakdown of which are considered armored.&lt;/i&gt;&lt;br&gt;Yeah, if the counter has a picture of a tank (not recon) on it, it's armor.&lt;br&gt;&lt;br&gt;&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also what is mechanized? Motorized is easy enough, but not those other ones.&lt;/i&gt;&lt;br&gt;I think mechanized is everything with a picture of a vehicle on it.</description>
	<link>http://www.boardgamegeek.com/article/2469099#2469099</link>
	<pubDate>2008-07-13T19:25:12+00:00</pubDate>
	<dc:creator>kuhrusty</dc:creator>
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	<title>Thread: Artillery - Barrage or Assault</title>
	<description>So what exactly is the difference for barraging or assaulting with artillery?  I can't quite figure this out from the rules, but it says to subtract 1 if barraging.  What does this mean?&lt;br&gt;&lt;br&gt;To barrage, you need range, a spotter, and to range in.  Do you then need to calculate firepower?  If you assault with artillery, do you need to worry about range, spotter, and range in, or do you just check firepower as usual for an assault?</description>
	<link>http://www.boardgamegeek.com/article/2468851#2468851</link>
	<pubDate>2008-07-13T16:19:13+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
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	<title>Thread: Which pieces are artillery?</title>
	<description>Which pieces are artillery? It says they need a spotter, so does any friendly unit count?&lt;br&gt;&lt;br&gt;Which units count as armored?  Just tanks?  I know which one are recons, but there's no steadfast breakdown of which are considered armored.  Also what is mechanized?  Motorized is easy enough, but not those other ones.&lt;br&gt;&lt;br&gt;I appreciate short rules, but I could use a bit more information in a rulebook.  My first attempt at playing was full of frustration because we just couldn't figure out what was what.  Also, the small text on the counters is terrible and the setup information is completely wrong and impossible to follow.  So far, I'm not impressed.</description>
	<link>http://www.boardgamegeek.com/article/2468804#2468804</link>
	<pubDate>2008-07-13T15:47:21+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
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	<title>Thread: Re: Sunday, Bloody Sunday (solo session)</title>
	<description>&lt;b&gt;Mosse wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;jormungandr wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I wanted to show that one strength point units just aren't that good - players should think hard about pulling them back to recover them.&lt;/i&gt;&lt;br&gt;Not regarding the fact that they're one hit away from elimination, but concentrating on offensive strenght at least it didn't feel like there was much difference between a wounded unit and a full strenght. But as I stated, I've only played once, and these are only my very initial impressions (&lt;i&gt;from a solo play as well&lt;/i&gt;)&lt;/i&gt;&lt;br&gt;&lt;br&gt;Hey, now you're flipping arguments on me!  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  Wounded units don't drop exponentially in capability because units aren't being eliminated at 100% casualties - they're more likely suffering 20-40% before coming completely apart.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;jormungandr wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Allowing players to combine attack strengths against these units would have made it much too easy to grind them down.&lt;/i&gt;&lt;br&gt;This might just come from the fact that I'm more used to tactical wargames than operational larger scale games, and I do understand why you've gone the way you did with this. Maybe some form of forced retreats as results from strong attacks? You probably experimented with something in that nature? If so, what were your observations?&lt;br&gt;&lt;br&gt;I hope it is clear in the end, that I did like the game a lot, these are just my observations, not complaints. I enjoyed the game immensly, and hope to play it again soon!&lt;/i&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I avoided retreats as they were not appropriate for the map scale and the campaign.  Won't say I wouldn't use them elsewhere &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2390131#2390131</link>
	<pubDate>2008-06-12T14:52:34+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Sunday, Bloody Sunday (solo session)</title>
	<description>&lt;b&gt;jormungandr wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I wanted to show that one strength point units just aren't that good - players should think hard about pulling them back to recover them.&lt;/i&gt;&lt;br&gt;Not regarding the fact that they're one hit away from elimination, but concentrating on offensive strenght at least it didn't feel like there was much difference between a wounded unit and a full strenght. But as I stated, I've only played once, and these are only my very initial impressions (&lt;i&gt;from a solo play as well&lt;/i&gt;)&lt;br&gt;&lt;br&gt;&lt;b&gt;jormungandr wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Allowing players to combine attack strengths against these units would have made it much too easy to grind them down.&lt;/i&gt;&lt;br&gt;This might just come from the fact that I'm more used to tactical wargames than operational larger scale games, and I do understand why you've gone the way you did with this. Maybe some form of forced retreats as results from strong attacks? You probably experimented with something in that nature? If so, what were your observations?&lt;br&gt;&lt;br&gt;I hope it is clear in the end, that I did like the game a lot, these are just my observations, not complaints. I enjoyed the game immensly, and hope to play it again soon!</description>
	<link>http://www.boardgamegeek.com/article/2389476#2389476</link>
	<pubDate>2008-06-12T07:38:14+00:00</pubDate>
	<dc:creator>Mosse</dc:creator>
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	<title>Thread: Re: Sunday, Bloody Sunday (solo session)</title>
	<description>Regarding the combat system - there are 2 reasons you can't combine attack strengths.&lt;br&gt;&lt;br&gt;First, most wargames are too permissive in allowing shot up units to make serious progress against a defender.  I wanted to show that one strength point units just aren't that good - players should think hard about pulling them back to recover them.&lt;br&gt;&lt;br&gt;Second - the panzers (the frustrating part of playing the British!).  The British frequently massed whole brigades against the panzer battalions to little effect.  Allowing players to combine attack strengths against these units would have made it much too easy to grind them down.&lt;br&gt;&lt;br&gt;The suggestion about weak units being easier to hit is an interesting one.  At one point, I did consider such a thing but I tried to keep the number of modifiers manageable.  One could certainly experiment with a +1 bonus to attack units down to their last strength point.</description>
	<link>http://www.boardgamegeek.com/article/2387294#2387294</link>
	<pubDate>2008-06-11T14:46:56+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Sunday, Bloody Sunday (solo session)</title>
	<description>&lt;b&gt;jormungandr wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The victory conditions/math seems a bit off midway through - there is only one Commonwealth Armoured Division (the 7th) which is split into four brigades.  When the division shatters, the Commonwealth loses 2 victory points (which should have reduced their score to a -1 VP).&lt;/i&gt;&lt;br&gt;So it was, thanks! I did play it right, just write it wrong. After the 7th Armored Division shattered, the tally should have been -1VP for the Commonwealth. Thanks for spotting it! I corrected it now...</description>
	<link>http://www.boardgamegeek.com/article/2387267#2387267</link>
	<pubDate>2008-06-11T14:38:30+00:00</pubDate>
	<dc:creator>Mosse</dc:creator>
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	<title>Thread: Re: Sunday, Bloody Sunday (solo session)</title>
	<description>Thanks for the replay!&lt;br&gt;&lt;br&gt;The victory conditions/math seems a bit off midway through - there is only one Commonwealth Armoured Division (the 7th) which is split into four brigades.  When the division shatters, the Commonwealth loses 2 victory points (which should have reduced their score to a -1 VP).&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2387250#2387250</link>
	<pubDate>2008-06-11T14:32:12+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Sunday, Bloody Sunday (solo session)</title>
	<description>I'm used to pre-ordering my wargames, so you can understand my surprise when the delivery man brough me my copy of &lt;a href=&quot;http://www.boardgamegeek.com/game/31697&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;b&gt;Corps Command: Totensonntag&lt;/b&gt;&lt;/a&gt; which I ordered straight from the publisher &lt;a href=&quot;http://www.locknloadgame.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Lock'n Load Publishing&lt;/a&gt; a mere two weeks ago. Having punched and clipped the counters and read through the rulebook I was eager to play it solo. Hey, it's been quite dry on the wargaming front for a while because of work.&lt;br&gt;&lt;br&gt;Totensonntag (&quot;&lt;i&gt;Sunday of Death&lt;/i&gt;&quot;) is an entry-level quick-play wargame about part of &lt;a href=&quot;http://en.wikipedia.org/wiki/Operation_Crusader#7th_Armoured_Division_defeated_at_Sidi_Rezegh&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Operation Crusader&lt;/a&gt; in the same league as &lt;a href=&quot;http://www.avalanchepress.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Avalanche Press's&lt;/a&gt; &lt;a href=&quot;http://www.avalanchepress.com/line_QuickPlay.php&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Quick Play Games&lt;/a&gt;-series. I own &lt;a href=&quot;http://www.boardgamegeek.com/game/23870&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Strange Defeat: the Fall of France 1940&lt;/a&gt; and &lt;a href=&quot;http://www.boardgamegeek.com/game/18876&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Gazala 1942&lt;/a&gt; from that, and at least the former didn't convince me. I had higher hopes for this. CC: Totensonntag boasts with a [BGCOLOR=#FFFF66]mounted map[/BGCOLOR] and &quot;drop dead sexy&quot; counters. A valiant attempt indeed, which sadly doesn't deliver completely... The counters are gorgeous, but a tad on the thin side. The mounted map looked fantastic - until I placed it on the kitchen table. As others have complained on &lt;a href=&quot;http://www.boardgamegeek.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Boardgamegeek&lt;/a&gt;, it was warped. Gently, gently I tried to bend it flat, and [BGCOLOR=#FFFF66]&lt;b&gt;it snapped broke&lt;/b&gt;[/BGCOLOR]! One of the segments broke clean off, as if it had been perforated. I did not dare bend the other segments... I lift my hat to LnL publishing for trying something &quot;different&quot; and attempting to appease the customers (&lt;i&gt;beginner wargamers, usually eurogamers spoiled with thick boards&lt;/i&gt;), but it needs to be tweaked a bit more before it's functional.&lt;br&gt;&lt;br&gt;Anyway, enough with the nagging, there's actually quite a smart and interesting game here! I set up the counters and started the game. As with most of my solo adventures, my goal was to get an understanding of the game mechanics more than anything else. After a few ill-planned (&lt;i&gt;actually, non-planned&lt;/i&gt;) assaults I started to actually study the map. What was I supposed to be doing here? The Allied (&quot;Commonwealth&quot;) player needs to end the game after six turns (&lt;i&gt;divided into four impulses and a night impulse used to recover wounded units&lt;/i&gt;) with at least one victory point. Victory points are awarded for control of the three airstrips in the north (&lt;b&gt;El Adem&lt;/b&gt;, &lt;b&gt;Sidi Rezegh&lt;/b&gt; and &lt;b&gt;Gambut&lt;/b&gt; - 1 VP each), relieving &lt;b&gt;Tobruk&lt;/b&gt; (&lt;i&gt;sending a total of nine strenght factors off the map in the northwest&lt;/i&gt;) and shattering Axis divisions (&lt;i&gt;eliminate four units in a division to shatter it&lt;/i&gt;). VP's are lost for having commonwealth divisons shattered.&lt;br&gt;&lt;br&gt;I decided I would get the easiest VP by shattering the Italian &lt;b&gt;Ariete Division&lt;/b&gt; positioned around &lt;b&gt;Bir el Gubi&lt;/b&gt; in the west. These units aren't very strong, and more importantly don't recover very well from taking hits. The Allied &lt;b&gt;7th Armored Brigade&lt;/b&gt; supported by the &lt;b&gt;22nd Armored Brigade&lt;/b&gt; got the honor, and surrounded the Italians. Bir el Gubi, however, is surrounded by entrenchments, so it took my a few impulses to get into good positions. On impulse one of turn two I managed to overrun and eliminate the fourth italian unit, and the Ariete Division was concidered shattered. [BGCOLOR=#FFFF66]Score +1VP for the Commonwealth[/BGCOLOR].&lt;br&gt;&lt;br&gt;The Allied &lt;b&gt;4th Armored Brigade&lt;/b&gt; from &lt;b&gt;Gahr Saleh&lt;/b&gt; in the south had marched north to meet up with the German &lt;b&gt;21st Panzer Division&lt;/b&gt; in &lt;b&gt;Gasr el Ared&lt;/b&gt;. This didn't go as well. Those little &lt;a href=&quot;http://en.wikipedia.org/wiki/Stuart_tank&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Stuart tanks&lt;/a&gt; were no match for the mighty german &lt;a href=&quot;http://en.wikipedia.org/wiki/Panzer_3&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Panzer III&lt;/a&gt;:s... On impulse three of turn three the last of the fourth armored divison bit the dust. On the following morning, impulse 1 of turn 4, the german &lt;b&gt;Afrika Divison&lt;/b&gt; managed to eliminate enough units to shatter the Commonwealth's 7th Divison awarding the Axis 2 VP:s... [BGCOLOR=#FFFF66]Score was now -1VP for the Commonwealth[/BGCOLOR].&lt;br&gt;&lt;br&gt;The remainder of the German 21st Panzer division, hungry for more victories headed westward towards the reinforcing &lt;b&gt;1st South African Divison&lt;/b&gt; who had entered from the south and built up a wall between the wounded 7th Armored Brigade, who were licking their wounds after fighting the Italians, and preparing to head northward towards El Adem, Sidi Rezegh and ultimately, Tobruk. It was at this point I noticed that the germans had no more presence in the northeast at all, which is where Gambut is. And the &lt;b&gt;New Zealand Division&lt;/b&gt; had entered as reinforcements, from the east just about a dozen miles from Gambut. On the very next impulse, a motorized infantry battalion of the New Zealand Division, 6th Brigade marched into Gambut meeting no resistance whatsoever. [BGCOLOR=#FFFF66]VP was now at 0[/BGCOLOR].&lt;br&gt;&lt;br&gt;A german Panzerjäger-unit was surrounded by &lt;a href=&quot;http://en.wikipedia.org/wiki/Crusader_tank&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Crusader tank&lt;/a&gt;-units, which all opened fire. They all hit and the German unit was in dire straits. One of the tank units acted as spotters for a Gun Regiment who managed to get in a shot in a million, and destroyed the German tank, shattering the Afrika Division, but the 21st Panzers evened out the score again by shattering the South Africans. With the score at 0 and the Commonwealth troops disorganized and thinly spread it didn't look promising for the good guys. But some truly brilliant shooting destroyed a Panzer III-unit from the reinforcing 15th Panzer Divison, shattering it. The German line had pulled south to finish off the struggling remainders of the Commonwealth 7th Armored Division, leaving only a skeleton crew to guard El Adem and Sidi Rezegh. A well timed 6 on the Axis initiative roll meant I could send through some New Zealand troops on high speed, completely flanking the germans, and was able to take El Adem on impulse 1 of turn 6. [BGCOLOR=#FFFF66]Commonwealth now had a comfortable +2VP with three impulses to go[/BGCOLOR].&lt;br&gt;&lt;br&gt;All I had to do was stay put and hold positions. The Germans needed to shatter the NZ Division and reclaim either El Adim or Gambut. The latter they couldn't reach in time.  The mighty cannons of &lt;b&gt;104 Artillery Command&lt;/b&gt; opened fire from Sidi Rezegh killing off one NZ motorized infantry battalion. But alas, it was too little too late. [BGCOLOR=#FFFF66]Nightfall came and the Commonwealth was victorious[/BGCOLOR].&lt;br&gt;&lt;br&gt;The key mechanic - the initiative roll - is was makes the game. It's brilliantly simply and simply brilliant. Basically each player rolls a 6-sided die to get a Activation Number (AN). The player with the higher AN goes first in the impulse, but can only activate units with an Initiative Rating equal to or higher than the AN. Units activated can assault or move, with movement points equal to the AN. So basically, roll high and you get to go first, go far but only with a limited amount of units. Roll low and you get to activate more troops but they are slower. Infantry units tend to have Initiative Ratings of 2-3, motorized 3-4 and tanks 4-5. No units have 6, so if you roll that, you don't get to activate anything - but in return, you get to choose your next AN freely. Also, if you roll 5 - you can adjust your next AN roll one step up or down if you so choose. A very smart equalizer!&lt;br&gt;&lt;br&gt;Combat is also simple, although maybe not quite as brilliant. I guess my major gripe with the combat mechanic is that you can't really combine forces to collect higher firepower. Each unit attacks alone, although one unit can be attacked as many times as possible within a single impulse. Take the Strenght Points (&lt;i&gt;from 1 to 4&lt;/i&gt;) and add the roll of two six-sided dice. If it's equal to or greater than the targets Protection Factor (&lt;i&gt;from 9 to 11&lt;/i&gt;) it scores a hit, and the target loses one strenght factor until it reaches zero and the unit is eliminated. This can feel a tad slow. No matter how strong your attack is, the most it can cause is a single hit. And a four-strenght-point unit protects itself just as effectively as when it's down to its last strenght point, struggling to survive. I understand that the game is aiming to be simple, but some way of combining units to attack wouldn't have been misplaced, I think. On the other hand - I've only played this once yet...&lt;br&gt;&lt;br&gt;Combining both unit eliminations and areal conquest as means to get VP:s is also a good thing. As the Commonwealth player, you're forced to choose early on which paths you're going to take. You could take just one VP, either by taking a city or shattering a division, and then back away going into severe defense-mode. You can easily defend wounded units by stacking in this game, as the entire stack (&lt;i&gt;of at most three units per hex&lt;/i&gt;) is not attacked, but only the top unit in the stack. Only artillery firing barrage has the luxury of choosing which unit in the stack it fires at.&lt;br&gt;&lt;br&gt;All in all this feels like a really great game. The small box means it can easily be taken along on trips, the map is quite small and doesn't require a huge table, and the rules are quickly explained. It's a shame the noble attempt at mounting the map didn't succeed as well as it had deserved to. I hope to play Totensonntag against a human player (&lt;i&gt;other than myself&lt;/i&gt;) soon. Although I do enjoy these solo sessions, their major function for me is still to merely acquaint myself to the game.&lt;br&gt;&lt;br&gt;I'm glad I acquainted myself with this.&lt;br&gt;&lt;br&gt;Pics'n such: &lt;a href=&quot;http://www.imosse.net/index.php?s=ent_716&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.imosse.net/index.php?s=ent_716&quot; rel=&quot;nofollow&quot;&gt;http://www.imosse.net/index.php?s=ent_716&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;edit: corrected a typo in the VP scores</description>
	<link>http://www.boardgamegeek.com/article/2386466#2386466</link>
	<pubDate>2008-06-11T06:23:58+00:00</pubDate>
	<dc:creator>Mosse</dc:creator>
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	<title>Thread: Re: Blitzkrieg to Bir el Gubi.</title>
	<description>&lt;b&gt;El Hidalgo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Could you elaborate on set up?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Historically, the Commonwealth planned its fight around forcing the Germans to attack a gunline.  You've got to find places where the panzers have to come at your artillery head on. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2381381#2381381</link>
	<pubDate>2008-06-09T16:35:09+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Blitzkrieg to Bir el Gubi.</title>
	<description>Could you elaborate on set up?</description>
	<link>http://www.boardgamegeek.com/article/2380193#2380193</link>
	<pubDate>2008-06-09T04:14:00+00:00</pubDate>
	<dc:creator>El Hidalgo</dc:creator>
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	<title>Thread: Re: Wanna play?</title>
	<description>I also received this not too long ago and have yet to play.  Is there a Cyberboard Game Box for this or VASSAL module?  I would be interested in trying pbem out with you.</description>
	<link>http://www.boardgamegeek.com/article/2355094#2355094</link>
	<pubDate>2008-05-30T17:09:25+00:00</pubDate>
	<dc:creator>michaeldavidcox</dc:creator>
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	<title>Thread: Wanna play?</title>
	<description>Just got this one and it looks wonderful. The rules are short and fairly clear. Would anyone in the northern new jersey area be interested in a game? Also, i would be interested in playing via pbem.</description>
	<link>http://www.boardgamegeek.com/article/2354764#2354764</link>
	<pubDate>2008-05-30T15:23:39+00:00</pubDate>
	<dc:creator>BarryRoy</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic336541_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/336541</link>
	<pubDate>2008-05-26T13:00:59+00:00</pubDate>
	<dc:creator>tac_ope_tokyo</dc:creator>
</item><item>
	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;b&gt;El Hidalgo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;rafial wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;The New Zealanders came on to reinforce...but being unable to Activate...and with too many units in a hex...I was forced to eliminate a total of 3 tank units before they could even get into the fight. This did not look good!&lt;/i&gt;&lt;br&gt;&lt;br&gt;I suspect you made a rules mistake here.  Reinforcements are not placed on their entry hex(es), they start off board and are available to enter through their entry hex(es) if they activate (see 6.1).  So you should never been in danger of having your reinforcements left overstacked because they didn't activate on their first turn of availability.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That would explain it! &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt; &lt;br&gt;I took the &quot;enter&quot; as a placement call and stacked them all in. &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;Three extra armored units may have helped quite a bit. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Also note that you don't have to bring units in at their entrance hex is there is an enemy unit &lt;b&gt;or ZoC&lt;/b&gt; in that space. As such, the Axis needs to be very careful in how they set up around the Kiwis' entrance hex at J19, or they may find themselves with the Kiwis coming in behind them and right into the VP space!&lt;br&gt;&lt;br&gt;Agreed that this is a great little wargame. My opponent wasn't as high on it as I was, but he's poo-pooed everything he's played since discovering OCS...&lt;br&gt;&lt;br&gt;&lt;i&gt;[Edit: Emphasis added]&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/2336683#2336683</link>
	<pubDate>2008-05-22T22:00:03+00:00</pubDate>
	<dc:creator>dcooley</dc:creator>
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	<title>Thread: Re: Board warp</title>
	<description>&lt;b&gt;Cleitus the Black wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Mine required the use of plexiglass right out of the box.  This is a case where a paper map would have been better.&lt;/i&gt;&lt;br&gt;&lt;br&gt;As much as I like mounted mapboards, in this case I would have to agree. Right out of the box, my board refuses to lie flat - it's one of the worst cases of warping I have ever seen.</description>
	<link>http://www.boardgamegeek.com/article/2325891#2325891</link>
	<pubDate>2008-05-19T17:49:43+00:00</pubDate>
	<dc:creator>jens_hoppe</dc:creator>
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	<title>Thread: Re: Corps Command: Totensonntag :: 10/05/08 :: una crónica en español</title>
	<description>&lt;A target='_blank' href=&quot;http://www.labsk.net/index.php?topic=19557&quot; rel=&quot;nofollow&quot;&gt;http://www.labsk.net/index.php?topic=19557&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2324925#2324925</link>
	<pubDate>2008-05-19T12:41:43+00:00</pubDate>
	<dc:creator>harzal</dc:creator>
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	<title>Thread: Re: Corps Command: Totensonntag :: 10/05/08 :: una crónica en español</title>
	<description>Yo aún no lo pude jugar... pero tal como lo cuentas tiene una pinta excelente!!!... Una cuestion... ¿Es posible que indiques cómo es una sesión completa? Me explico: ¿Puedes describir por ejemplo el primer turno aliado-eje con tirada de dados y movimientos? asi los novatos como yo no meteremos la pata! &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Saludos!</description>
	<link>http://www.boardgamegeek.com/article/2324903#2324903</link>
	<pubDate>2008-05-19T12:25:43+00:00</pubDate>
	<dc:creator>maccaco</dc:creator>
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	<title>Thread: Re: Corps Command: Totensonntag :: 10/05/08 :: una crónica en español</title>
	<description>Estupenda sesión de juego. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Y no te asustes por haber tardado 4 horas con la primera partida. Ya verás como las siguientes las acabas jugando en 2. &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2312088#2312088</link>
	<pubDate>2008-05-13T22:33:24+00:00</pubDate>
	<dc:creator>harzal</dc:creator>
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	<title>Thread: Corps Command: Totensonntag :: 10/05/08 :: una crónica en español</title>
	<description>El sábado pasado visité la casa de Rodrigo con tal de ponernos nuestros sombrero de generales y revivir las épicas que se vivieran como parte de la campaña Cruzada en el Norte de África.&lt;br&gt;&lt;br&gt;Yo sin dudarlo, decidí prestar mis servicios al gran mariscal de campo, ese zorro del desierto legendario y tratar de defender con honor las posiciones puestas a mi disposición.  Rodrigo en cambio, optó por representar a los británicos y sus aliados en sus constantes ataques con refuerzos de todo lado contra mis posiciones.&lt;br&gt;&lt;br&gt;El juego, es considerado un juego introductorio al subgénero de juegos de guerra de los juegos de mesa, con un mapa hexagonal y pequeños cuadritos de cartón que contienen las distintas unidades a usar.  Los distintos terrenos y obejtivos están claramente plasmados sobre el mapa, y a pesar de mi amor por miniaturas debo decir que es un juego muy bello de apreciar y que tiene un excelente diseño y arte.&lt;br&gt;&lt;br&gt;El juego es sencillo, cada unidad tiene su fortaleza, iniciativa (que funciona como movimiento a la vez), y defensa, además señala si es motorizada y puede presentar bonos a usar en casos específicos.  La división a la que corresponde viene en una letra diminuta que la verdad me costó leer y sí había mezclado divisiones distintas.&lt;br&gt;&lt;br&gt;El juego se supone que se juega en 1 hora, no sé porqué duramos 4, tal vez es que pensamos mucho cada jugada, o porque Rod se encargó de hacer todos los cálculos, como sea dudo que dure una hora basado en mis experiencias pero sí creo que con más experiencia sería posible jugarlo en 2-3 horas.&lt;br&gt;&lt;br&gt;El juego tiene varios turnos agrupados en 6 días, al final del día la noche llega con la oportunidad de reparar la maquinaria dañada y curar a los heridos, y el escenario dicta las posiciones y unidades iniciales, así como los refuerzos a recibir en cada día.&lt;br&gt;&lt;br&gt;Después de colocar las unidades en sus posiciones iniciales, ví lo importante que es usar correctamente la iniciativa y sacar provecho al máximo del movimiento adicional que pueden tener las unidades motorizadas.  Y lo importante que es colocarse correctamente sacando provecho de la zona de influencia para atrapar al otro jugador.  &lt;br&gt;&lt;br&gt;Comenzamos el juego y tímidamente moví mis unidades a cubrir los objetivos principales, sin embargo, decidí salir al encuentro del enemigo  y mantenerlo a raya más allá de las montañas.&lt;br&gt;&lt;br&gt;Poco a poco las unidades aliadas fueron cayendo, gracias a que me enfocaba en una sola unidad hasta que cayera seguía con otra, maximizando mis opciones de tiro siempre iniciando con los más fuertes y terminando por los débiles.&lt;br&gt;&lt;br&gt;También parte de mi estrategia fue no mantener todas las unidades agrupadas, para poder más fácilmente encerrar a las unidades enemigas; una vez que las herían las replegaba para que fueran protegidas por otras.&lt;br&gt;&lt;br&gt;Sí ví que es mejor agrupar unidades parecidas para no entorpecer el movimiento de unas con otras y coordinar mejor los movimientos.&lt;br&gt;&lt;br&gt;A pesar de que Rodrigo contaba con más refuerzos, le costó romper mis líneas, cosa que hizo hasta el último día donde finalmente llegó a 2 de sus objetivos.  Sin embargo, el costo que había pagado era demasiado alto; cuando ví sus refuerzos sentí que iba a perder pero luego solo pensaba en cuántas más podría matar, fue una carnicería de aliados sin duda alguna.&lt;br&gt;&lt;br&gt;Parece que los aliados tenían muy mala inteligencia de antemano, porque menospreciaron a los italianos y esta fuerza pudo mantenerse hasta el final del juego, también sobrevaloraron los panzers, pudieron acabar con 2 rápidamente mas no les abrió el camino al aeropuerto.&lt;br&gt;&lt;br&gt;Debo decir que fue una dura pelea, nada fácil y al final había descuidado mis puntos de interés con tal de hacerle frente a tan poderosa fuerza y con la sorpresa de esos refuerzos tardíos pero tan avanzados que llegaron a darle un respiro a los aliados.&lt;br&gt;&lt;br&gt;El último turno fue una carrera por alcanzar y eliminar a aquellas unidades que se habían logrado infiltrar y felizmente solo pudieron mantener una posición cuando llegaba la noche.&lt;br&gt;&lt;br&gt;Al final de la batalla, los Aliados tenían un -1 sobre todo por el montón de pérdidas que sufrieron en batalla y no haber alcanzado los objetivos estratégicos propuestos al inicio de la batalla.&lt;br&gt;&lt;br&gt;La mesa esta puesta y la próxima vez, tendré que comandar a las fuerzas Aliadas aunque no me hará mucha gracia servir bajo el tonto y suertudo Montgomery, cómo sea, fue un juego que disfruté mucho y espero haber honrado la memoria del zorro del desierto.&lt;br&gt;&lt;br&gt;Definitivamente, una excelente entrada en este subgénero, que ha logrado entusiasmarme muchísimo.</description>
	<link>http://www.boardgamegeek.com/article/2311071#2311071</link>
	<pubDate>2008-05-13T18:24:51+00:00</pubDate>
	<dc:creator>joseaguerof</dc:creator>
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	<title>Thread: Re: More installments in this series?</title>
	<description>I've just read &quot;Line of Fire #2&quot; with lots of previews on new L'nL releases but no word on new games in the &lt;a class='gamelink' target='_blank' href=&quot;/game/31697&quot;&gt;Corps Command: Totensonntag&lt;/a&gt; series unfortunately. As &quot;Lock'n Load Publishing&quot; has a lot of releases due to come out in the next few months (&lt;a class='gamelink' target='_blank' href=&quot;/game/26918&quot;&gt;Flintlock: Black Powder, Cold Steel -  Volume I: Carolina Rebels&lt;/a&gt;, &lt;a class='gamelink' target='_blank' href=&quot;/game/25727&quot;&gt;Lock 'n Load: A Day of Heroes&lt;/a&gt;, &lt;a class='gamelink' target='_blank' href=&quot;/game/35767&quot;&gt;Lock 'n Load: Dark July&lt;/a&gt;, &quot;Nations at War: White Star Rising&quot;, &quot;WaW: Blood and Bridges&quot;, &quot;BoH: Noville, Bastogne's Outpost&quot; and &quot;BoH: Dark July&quot;) I wonder if they'll manage to squeeze in a &lt;a class='gamelink' target='_blank' href=&quot;/game/31697&quot;&gt;Corps Command: Totensonntag&lt;/a&gt; series game.</description>
	<link>http://www.boardgamegeek.com/article/2285455#2285455</link>
	<pubDate>2008-05-03T09:24:36+00:00</pubDate>
	<dc:creator>Jan van der Laan</dc:creator>
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	<title>Thread: More installments in this series?</title>
	<description>Any update about the new games of this series (Operation Goodwood, Prochorovka, Kasserine Pass)?</description>
	<link>http://www.boardgamegeek.com/article/2285423#2285423</link>
	<pubDate>2008-05-03T08:39:02+00:00</pubDate>
	<dc:creator>harzal</dc:creator>
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	<title>Thread: Re: back side of units</title>
	<description>&lt;br&gt;Yes, that part is not explained well in the rules (actually there's no mention of &quot;reduced&quot; state).&lt;br&gt;&lt;br&gt;Hope to see it corrected in the next version of the rules.&lt;br&gt;See also &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/286841&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/286841&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2262057#2262057</link>
	<pubDate>2008-04-24T18:06:35+00:00</pubDate>
	<dc:creator>RolloTommasi</dc:creator>
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	<title>Thread: back side of units</title>
	<description>I don't see a mention of this in the rules...do they typically represent the units with 1 hit on them?&lt;br&gt;&lt;br&gt;Ben</description>
	<link>http://www.boardgamegeek.com/article/2260930#2260930</link>
	<pubDate>2008-04-24T13:02:23+00:00</pubDate>
	<dc:creator>benjamic</dc:creator>
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	<title>Thread: Re: Replayability</title>
	<description>I would say it has a moderate amount of replayability.  With the varied source of victory points (breaking divisions, capturing airfields, and relieving Tobruk), the Commonwealth player has a number of approaches to how they are going to collect victory points, and then how they are going to survive the German counter assault.  I've played it three times so far, and by no means do I feel like I've exhausted the possibilities.</description>
	<link>http://www.boardgamegeek.com/article/2242005#2242005</link>
	<pubDate>2008-04-17T19:28:18+00:00</pubDate>
	<dc:creator>rafial</dc:creator>
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	<title>Thread: Replayability</title>
	<description>How much replayability does this game have?  Thanks</description>
	<link>http://www.boardgamegeek.com/article/2233175#2233175</link>
	<pubDate>2008-04-15T04:49:58+00:00</pubDate>
	<dc:creator>scottandkimr</dc:creator>
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	<title>Thread: Re: German combined arms tactics / Advance after combat</title>
	<description>I'm thinking that two units could recieve the bonus. Since the stacking limit is three units in a hex I would think that if two units were stacked with a Panzer unit both would get the bonus. </description>
	<link>http://www.boardgamegeek.com/article/2233116#2233116</link>
	<pubDate>2008-04-15T03:50:58+00:00</pubDate>
	<dc:creator>MMPgamer</dc:creator>
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	<title>Thread: Re: German combined arms tactics / Advance after combat</title>
	<description>thank you for your answers.&lt;br&gt;&lt;br&gt;you don't reply to the first one about combined arms tactics :&lt;br&gt;3.3 page 4 - German combined arms tactics&lt;br&gt;&lt;br&gt;It's precised for reinforcements that only 1 elligible unit may receive the +1 initiative bonus for each panzer unit but for units already on board, is it 2 or always only 1 infantry/engineer unit that can receive the bonus ?</description>
	<link>http://www.boardgamegeek.com/article/2227381#2227381</link>
	<pubDate>2008-04-12T11:45:17+00:00</pubDate>
	<dc:creator>garulfo3</dc:creator>
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	<title>Thread: Re: Blitzkrieg to Bir el Gubi.</title>
	<description>Artillery works much better when using direct (rather than barrage) fire. No modifiers to its shots! The trick is setting it up &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2222863#2222863</link>
	<pubDate>2008-04-09T12:16:39+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Blitzkrieg to Bir el Gubi.</title>
	<description>So if I understand correctly...you massed your forces in Bir el Gubi to take out the Italians, and then stalled the 21st Panzer with the 4th Armored.&lt;br&gt;&lt;br&gt;For the stall did you just give a blocking action?  How did you engage the Panzers...with Infantry, Stuarts or Crusaders?&lt;br&gt;&lt;br&gt;I had a marginal win with the Commonwealth...but had a real hard time with the 21st Panzer.  I never used artillery against them because artillery gets a -2 modifier on die rolls against Panzer units so I would have had to roll nines or better.  It seems that your actions along the Sidi Rezegh gauntlet were much more successful than mine.</description>
	<link>http://www.boardgamegeek.com/article/2218903#2218903</link>
	<pubDate>2008-04-08T05:03:38+00:00</pubDate>
	<dc:creator>El Hidalgo</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;i&gt;Sounds like a brutal slugfest of a battle.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That it was Peter and it did get ugly...my commendations on elegant mechanics. &lt;br&gt;&lt;br&gt;When I looked for strategy variants, I did not find any.  What strategy or tactics for which side have you used in your play testing?  &lt;br&gt;&lt;br&gt;Also do you have any suggestions for dealing with Panzer Units...they are brutal...even when no other units are activating on their side!</description>
	<link>http://www.boardgamegeek.com/article/2215596#2215596</link>
	<pubDate>2008-04-07T01:47:11+00:00</pubDate>
	<dc:creator>El Hidalgo</dc:creator>
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	<title>Thread: Re: GETTIN DIRTY IN THE WESTERN DESERT</title>
	<description>I just posted a Session Report with a win by the Commonwealth. I calculated by at least 1 VP but if I count the Landsers and elements of the 15th Division, I do believe I shattered those forces as well and it could have been as much as 2 VP.&lt;br&gt;&lt;br&gt;However, my opponent was not as acquainted with Victory Point Conditions as I, and am sure that this lack of knowledge affected Game Play.&lt;br&gt;&lt;br&gt;But I did win with the Commonwealth.</description>
	<link>http://www.boardgamegeek.com/article/2215256#2215256</link>
	<pubDate>2008-04-06T22:28:06+00:00</pubDate>
	<dc:creator>El Hidalgo</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;b&gt;rafial wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;The New Zealanders came on to reinforce...but being unable to Activate...and with too many units in a hex...I was forced to eliminate a total of 3 tank units before they could even get into the fight. This did not look good!&lt;/i&gt;&lt;br&gt;&lt;br&gt;I suspect you made a rules mistake here.  Reinforcements are not placed on their entry hex(es), they start off board and are available to enter through their entry hex(es) if they activate (see 6.1).  So you should never been in danger of having your reinforcements left overstacked because they didn't activate on their first turn of availability.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That would explain it! &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt; &lt;br&gt;I took the &quot;enter&quot; as a placement call and stacked them all in. &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;Three extra armored units may have helped quite a bit. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2215214#2215214</link>
	<pubDate>2008-04-06T22:03:30+00:00</pubDate>
	<dc:creator>El Hidalgo</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;b&gt;rafial wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;The New Zealanders came on to reinforce...but being unable to Activate...and with too many units in a hex...I was forced to eliminate a total of 3 tank units before they could even get into the fight. This did not look good!&lt;/i&gt;&lt;br&gt;&lt;br&gt;I suspect you made a rules mistake here.  Reinforcements are not placed on their entry hex(es), they start off board and are available to enter through their entry hex(es) if they activate (see 6.1).  So you should never been in danger of having your reinforcements left overstacked because they didn't activate on their first turn of availability.&lt;/i&gt;&lt;br&gt;&lt;br&gt;LOL...D'oh! Such is the chaos of war. &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2215115#2215115</link>
	<pubDate>2008-04-06T21:02:36+00:00</pubDate>
	<dc:creator>Hugh_G_Rection</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;i&gt;The New Zealanders came on to reinforce...but being unable to Activate...and with too many units in a hex...I was forced to eliminate a total of 3 tank units before they could even get into the fight. This did not look good!&lt;/i&gt;&lt;br&gt;&lt;br&gt;I suspect you made a rules mistake here.  Reinforcements are not placed on their entry hex(es), they start off board and are available to enter through their entry hex(es) if they activate (see 6.1).  So you should never been in danger of having your reinforcements left overstacked because they didn't activate on their first turn of availability.</description>
	<link>http://www.boardgamegeek.com/article/2214804#2214804</link>
	<pubDate>2008-04-06T18:13:25+00:00</pubDate>
	<dc:creator>rafial</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;i&gt;Yeah, really... In all the excitement to get started, I neglected to read the part on how to actually win. &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt; &lt;/i&gt;&lt;br&gt;&lt;br&gt;That did work in my favor...had you known it would have been even uglier! &lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;I also think the &lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-1.gif&quot; alt='1' border=0&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-black-1.gif&quot; alt='1' border=0&gt; mocked you way more than they did me. &lt;/i&gt;&lt;br&gt;&lt;br&gt;As I recalled you rolled at least three, maybe even four, 6's and a number of 5's that left your units either completely inactive, or limited to those damn Panzers! Because the Panzers come in stacked with gobs of infantry, and get those -2 modifiers on rolls against them, they are a hard nut to crack. &lt;br&gt;&lt;br&gt;The Activation Mechanic is a refreshing balancing mechanic that gives perks to both the first player and the second one.</description>
	<link>http://www.boardgamegeek.com/article/2214533#2214533</link>
	<pubDate>2008-04-06T15:26:54+00:00</pubDate>
	<dc:creator>El Hidalgo</dc:creator>
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	<title>Thread: Re: German combined arms tactics / Advance after combat</title>
	<description>Wilhelm is correct.  This game leaves normal wargaming rules behind in 7.3.  ANY unit which attacked the hex over the course of the impulse via assault or overrun may advance.</description>
	<link>http://www.boardgamegeek.com/article/2214403#2214403</link>
	<pubDate>2008-04-06T13:51:52+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>Thanks for the report.  Sounds like a brutal slugfest of a battle.</description>
	<link>http://www.boardgamegeek.com/article/2214382#2214382</link>
	<pubDate>2008-04-06T13:37:01+00:00</pubDate>
	<dc:creator>jormungandr</dc:creator>
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	<title>Thread: Re: Eyes on the Prize</title>
	<description>&lt;b&gt;El Hidalgo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Know your victory conditions from the beginning &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, really... In all the excitement to get started, I neglected to read the part on how to actually win. &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I also think the &lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-1.gif&quot; alt='1' border=0&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-black-1.gif&quot; alt='1' border=0&gt; mocked you way more than they did me. &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2214221#2214221</link>
	<pubDate>2008-04-06T10:47:50+00:00</pubDate>
	<dc:creator>Hugh_G_Rection</dc:creator>
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	<title>Image</title>
	<description>
		Turn 3.  In the North, the Axis holds the gap.   &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic310183_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/310183</link>
	<pubDate>2008-03-09T21:22:07+00:00</pubDate>
	<dc:creator>Dazooz</dc:creator>
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	<title>Image</title>
	<description>
		Turn 3. In the Soutwest, CW has withdrawn to recover.   &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic310182_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/310182</link>
	<pubDate>2008-03-09T21:20:46+00:00</pubDate>
	<dc:creator>Dazooz</dc:creator>
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	<title>Image</title>
	<description>
		Situation at start of turn 3.  CW has taken a beating so far in the East.  &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic310181_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/310181</link>
	<pubDate>2008-03-09T21:19:37+00:00</pubDate>
	<dc:creator>Dazooz</dc:creator>
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	<title>Image</title>
	<description>
		Set-up and Ready to Go! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic298222_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/298222</link>
	<pubDate>2008-02-06T18:00:50+00:00</pubDate>
	<dc:creator>LordTennyson1971</dc:creator>
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	<title>Image</title>
	<description>
		Everything ready to be set up for another game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295489_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295489</link>
	<pubDate>2008-01-30T16:28:13+00:00</pubDate>
	<dc:creator>PrimalAce</dc:creator>
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	<title>Image</title>
	<description>
		My method of colouring counters to indicate unit divisions &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295488_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295488</link>
	<pubDate>2008-01-30T16:25:51+00:00</pubDate>
	<dc:creator>PrimalAce</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My method of colouring counters to indicate unit divisions &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295487_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295487</link>
	<pubDate>2008-01-30T16:24:28+00:00</pubDate>
	<dc:creator>PrimalAce</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		unit closeup &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295115_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295115</link>
	<pubDate>2008-01-29T15:53:26+00:00</pubDate>
	<dc:creator>Cleitus the Black</dc:creator>
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