From: Paul Rohrbaugh Subject: Blood and Steel optional rules Additional very optional rules for Blood and Steel: 11.24 Artillery interdiction. Both players may use their artillery markers for interdicting the movement of enemy units. Instead of deploying an artillery marker for a strike per 3.23, the unit can be place in any hex that is within range and left on the map for the rest of the turn. The hex the marker is in, and the surrounding 6 hexes, cause any enemy units to expend an additional MP for each hex that is entered. Friendly units may not occupy or move through any of the interdicted hexes. They may, however, retreat into them. Units that are in an interdicted hex may not roll for recovery per 6.0, but may still recover from disruption. No more than one artillery marker may be placed in a hex for interdiction, and the most MP's that can be added to the entry cost of a hex is 1 (i.e., overlapping interdiction zones do not add more MP's). Interdiction does not prevent a unit from moving at least 1 hex if it expends all of its MP's to do so. (Somewhat pro-German). 11.25 Air/artillery strike scatter. Whenever a "6" is rolled for air and artillery strikes the shots/rounds have scattered into an adjacent hex. The firing player rolls a second die to determine where the strike has landed. A DR of 1 is north, with 2-6 working clockwise from there (i.e., 2 is NE, 3 is SE, 4 is S, 5 is SW and 6 is NW). Any units in the affected hex, friendly or enemy, are now the target of the strike(s). The owning player determines which unit is affected and the strike is resolved. Any subsequent DR of 6 is considered a miss. (Neutral effect)