Summary of Most Important Changes from Bulge

Discuss Crisis in Command Volume II: Drive on Moscow. Designed by Ted Raicer
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thedudeabidez
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
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Summary of Most Important Changes from Bulge

Post by thedudeabidez »

1.) Isolation will now cost you 2 strength points per turn.

2.) German infantry losses give more VPs to the Russian than armor. -2vp for each infantry unit vs. only -1vp for armor.
(This is probably due to the fact that Inf. units represent corps while armored are smaller divisions.)

3.) Russian losses do not count towards VPs at all.

4.) Weather will change movement costs, river effects, and def. terrain benefits several times over the course of the game.

5.) The German "surprise" from Bulge is here as "Prepared Offensives" -- the Axis get a bunch early on, then one with the coming of frost. The Soviets also get some late game for their counter-offensive.

6.) Cavalry and airborne do not need to trace supply. (You have been warned.)

7.) Strategic 3-area moves along roads/railroads are the same, but Soviets (other than cav.) can also move up to 4 areas along rail lines.

8.) Armor breakthrough can sometimes be 2 areas if along roads without enemy or rivers.

9.) Fuel shortages start earlier and can be made worse by Soviet "stragglers".

10.) No increased to-hit chance when fighting in Clear terrain.

11.) Soviet Infantry can make strategic moves by rail (up to 4 areas) but NOT via road, a huge difference from Bulge.
Last edited by oldtimer on Thu Dec 05, 2013 3:45 am, edited 2 times in total.
daviddunham
Staff Sergeant - StuG IIIF
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Re: Summary of Most Important Changes from Bulge

Post by daviddunham »

A similar list is also available under Help.
thedudeabidez
Administrative Corporal - SdKfz 251/1
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Re: Summary of Most Important Changes from Bulge

Post by thedudeabidez »

Ah, had missed that you could scroll down below the rules list for more content....
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