From: Kerry Anderson Subject: VIMY RIDGE (was VERDUN) Okay guys, I threw out a teaser and then stopped talking. A few people have expressed an interest so I'll describe the game a bit more. As stated, the game scale is company/battalion, 250 yards per hex and 30 minute turns. For the most part Canadian infantry units are battalions while the remainder are companies. Units are either in entrenched or exposed status, in other words practical invulnerable to small arms fire versus incredibly vulnerable. No in between. :) Movement allowances are not fixed but must be rolled each move for creating a bit of unpredictability. A bit of extra wristage but not much. The rolling artillery barrage has been conveniently shown by a fixed rate of advance printed on the map. I'm sorry guys, you'll have to wait for the second installment in the series for more detailed artillery rules (Loos? 2nd Ypres?) Fire combat is ranged but at this scale drops off rapidly for infantry, not so rapidly for machineguns. Units in the same hex have melee combat with no advantage for trenches. Net effect of all this in game turns is as follows: 1. Germans get smashed by rolling barrage. 2. Canadians leave their trenches and rush the Huns. 3. Huns fire at pesky Canucks causing lots of grief. 4. Really tough Canucks storm the trenches and duke it out like real men with wussy Huns who cheat. Simple system actually but when multiplied by 4 divisions it get into a real mess quickly. Add on tanks (there were 8 Males there), land mines, barbed wire, underground tunnels and it gets really hairy. Ty Bomba thought it was a dog. Jeffry Tibetts thought it was the best thing since die-cut counters. Pretty soon you guys can decide for yourselves. Kerry