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WARGAME RULES, RUSSIAN HIGH COMMAND, EASTERN FRONT WWII - rapid fire, spearhead, decision, warhammer.pdf

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Life's but a walking shadow ...
It is a tale told by an idiot, full of sound and fury, signify nothing.
W. Shakespeare

MAND
Grand tactical rules
for the second World War


Copyright 2006 Richard Affinati


Game Designer:
Richard Affinati (ITALY)

Graphics Wizard and Chief Playtester:
Mike Patton (USA)


Acknowledgments:

Norman MacKenzie
“Kiss Rommel”
Luca Mazzamuto
“ando”
Lorenzo Sartori
“Dadi & Piombo”
Andrew Carless
“Translations”
Historical Background


QUESTIONS:

Please direct any questions ments about the game to:

ardo Affinati: ******@

CATALOGING IN PUBLICATION:




Dedication:
MAND is dedicated as a token of remembrance to the soldiers of the
Second World War.

3
MAND
Grand tactical rules
for the second World War

GAME PHILOPHY

For many years we played Napoleonic battles in
such a tactical way that wargamers would never
allow us to field more than a couple of Division
per side. Then we discovered methods that al-
lowed us to simulate entire battles without them
getting plicated. However today that old
destructive mentality still ruins our Second World
War games, preventing us from recreating entire
battles. At the most, expert wargamers put a few River in just six days, 650 km from their start
more tanks and platoons on immense tables and lines. The next objective was to cross the Dnieper
worry about tactical problems and the thickness river, which was plished by 11 July. Follow-
of armour, without examining the strategic or ing that, their next target was Smolensk, which
gaming aspects that are implicit bats be- fell on 16 July, but the engagement in the
tween infantry division and armoured brigades. Smolensk area blocked the German advance
With MAND we can play the entire until mid-September, effectively disrupting the
Normandy landings, or even the battles on the blitzkrieg. Arm