And so to battle, and as usual, this one is 'picture heavy'...
The scenario is based on that outlined in 'Battles for the West Vol II' for the Panzergrenadier WWII rules by Dave Brown, as opposed to the wider scenario once available in Mark Bevis's 'WWII Battlezones' from 1989 (though maps from all books are shown at the very end).
Iron Cross is slimline and leaves a lot out - but any experienced wargamers can fill in the blanks.
The good stuff from the rules:
- The activation rules give a lot of tense action and drama.
- You MUST support your armour with infantry if you want it to survive.
- As with 7dtrr - there is a lot of detail missing - but that's a bonus for maintaining concentration on the game. Some of the more obvious issues are actually clarified in 7dttrr.
- Some of the missing rules - such as infantry assault techniques - make things a little one sided and/or alien in terms of understanding best tactics. Taking Stoumont became a shooting match rather than a protracted attack/counter-attack. But to put in additional assault rules would probably not help the ethos of the game. That said, there are some obvious omissions.
- There are so many markers - now granted I used luminous green puff balls and dice. Next time I'll opt for black tiddly-winks or something less obvious, but I ended up removing some of the green stuff before taking the latter pics.
- I think the successful management of the units/rules tapers off after 15-18 units. We had over 20 each in this instance, and though manageable, it meant that activations and switchovers were constant, and sometimes became a headache - while there was still a good stock/bank of command tokens to burn through. Although this ties in neatly with the spirit of the rules, it flies a little in the face of practicality - so perhaps a smaller scenario might have been more pertinent in this instance - or even a scaling up of the armour such that one model represented 3 vehicles etc.
(Had I mentioned that it wasn't going to end well?)