Greetings from Romania ! The additions below are meant to expand the maneuver options while reducing the irreversible harshness of casualties in Ray Freeman's excellent game _Tigers in the Mist_ (GMT). I intend to keep the elegant 3-impulse system as clean as possible. Please think of these rules, even try to play with them, and tell me the results ! Please comment on clarity and concision, as this is my first attempt at English rule writing. I intend to use similar ideas in my _Romania 1916_, if it will ever be finished. Happy gaming ! Mircea Pauca (mpauca@fx.ro), Bucuresti, Romania 1) Variable reinforcements Before each impulse, place all reinforcement units in a Pool one impulse earlier than scheduled. Then for each unit in the Pool, roll 1d10; if 1-5, the unit enters now; else it stays in the Pool. [To reduce perfect planning based on known arrival times. The procedure does not affect the average moment] 2) Reduced die rolling and battle variance For attacking die-rolls on the same target with 20-30% chance to hit, group them in twos, using half the rolls with double chance. Odd remainders fire separately and normally. [Ex: 7*(1-2 to hit) -> 3*(1-4) + 1*(1-2) Does not affect average loss but reduces the chance of 'overkill'] 3) Divisional integrity Two or more units from the same division in an area fire with 10% improved chance (-1 die modifier) in attack or defense. If units from other divisions are present, the bonus does not apply to any of them. Non-divisional units and substitute counters do not get the bonus but do not stop other units getting the bonus. [Should reduce the Kampfgruppe-from-anything syndrome. Write division numbers on counter backs for easier seeking] 4) Skirmish Skirmish is a simple low-intensity form of combat which does NOT count as a move or regular attack. It can be applied at the current impulse player (attacker's) choice, if units from both sides were already in an area at the start of the impulse. If new units are brought to an area, the attacker can choose: a) Attack normally with the new units (and any Fresh units already here) against all defenders; - or - b) Skirmish with all vs. all units If new units are not brought, the attacker can Skirmish or not. [Intended to cure thinking like 'morning attack failed, therefore the defense is safe until the night' - it signifies mopping up. Also allows the US defenders limited counterattacks to bring reinforcements to existing positions. Use in various combinations: a) morning move+attack, then two skirmishes b) units already in contact from previous day - skirmish and open a hole, move+attack to exploit, skirmish there] 4.1) Skirmish Procedure: Defenders roll 2 dice, then remaining Attackers roll 1 die If 1d10<= SP firing (max.8), enemy loses 1 step. Allocate targets like in artillery fire (fire first on the majority type of enemy units, then majority of what's left, firer chooses if equal size). Ignore entrenchments, combined arms and artillery. [Defender's advantage is not 2x but sqrt(2)=1.41x] 5) Retreat option Each defending unit can take one less step loss if it retreats one area and is considered MOVED. All units that retreat must go to the same area, supplied and without enemy units. If a 1SP defender in a skirmish takes 1 loss and chooses to stand and die, count all attackers in the area as MOVED. [The rule with the most far-reaching consequences. Greatly increases US resilience, reduced by the other house rules] 6) Recovery At the end of each day (after the 3rd night US impulse), one unit in each area for each side, that has not moved, attacked normally or retreated all day, increases strength by 1SP. It cannot get back to the original full strength. [Step losses represent mainly short-term effectiveness loss due to confusion etc. Few units were effectively put out of combat in the Bulge: 106th and 2/3 of 28th Div, and KG Peiper. Others maintained some cohesion by collecting dispersed subunits, repairs etc.] Thank you for reading and thinking on this ! Mircea