Brigade hex tactics · fog of war · logistics · orders
Two battlegroups, one front line. Take ground, keep your supply lines open, and decide every turn whether to spend your orders now or bank them for one decisive strike.
At the end of every round each side scores 1 VP per objective it owns. First to the sector's VP target wins, or the leader when time runs out. A unit standing on the enemy HQ at round end wins outright.
Select a unit, click a lit hex to move, click a marked enemy to fire. Moving then firing is fine; firing ends the unit's turn. Entering a hex next to a spotted enemy stops movement.
You see what your units can see. Woods, towns and rubble hide troops beyond 2 hexes (recon: 3). Hills extend sight and look over trees. Units that fire give away their position.
Units within reach of your HQ or a held depot refill ammo and fuel each turn. Trucks refill neighbours beyond that. Units cut off run dry; infantry cut off for 3 turns start losing strength.
Each turn brigade offers three order cards. Hold at most 5. What you don't take is lost. You earn 2 CP a turn plus 1 per objective, banked up to 12.
Barrages turn towns to rubble, woods to burnt ground and fields to craters. Bridges can be dropped. Engineers dig trenches, clear rubble and lay bridges.