| Infantry Attacks
Tactical Combat in the Great War
World War One saw fighting in Africa, Asia and most of all in Europe. Infantry Attacks is our series of games based on these battles.
The game is very similar to our Panzer Grenadier series of World War II tactical games, so much so that the maps boards are numbered in the same sequence and can be used with either set of game rules.
Units represent infantry companies, cavalry squadrons, artillery batteries and machine gun platoons. Infantry companies rely almost exclusively on rifles for their firepower, and so will usually have to engage in assault combat — close-range fighting — to obtain their objectives. Players can also declare that they are pressing the attack with "cold steel" — attempting to engage the enemy in hand-to-hand combat, which can result in horrendous casualties as they try to close the range.
Cavalry can charge, but even rifle-armed infantry can do enormous damage to the horsemen if they hold their ground. To negate that, cavalry can dismount and fight on foot, though of course they lose their speed and their charging capability.
Artillery is the god of war, but is not a
flexible asset. Nobody can "call in" an artillery barrage
on a battlefield with no radio communications, so players must assign
missions to their artillery before play begins. Artillery with Open
Sights missions can fire on enemies they can spot themselves, while those
with Move missions can move from their starting locations to pre-selected
destination hexes and then switch to Open Sights missions.
Those with Planned Fire missions can hit any hexes within range desired
(not just those they can spot), but all their fire must be preplotted for
the entire game before play begins. Artillery with Planned Fire
missions can also interdict enemy movements by placing Drumfire markers in
hexes they fire at for at least two turns in a row. Enemy units that
enter a hex with a Drumfire marker come under immediate attack by the
artillery that placed the marker there, so if placed on a road or along
another likely avenue of approach, Drumfire markers can stop an enemy
The sequence of play is highly interactive, with the player holding the better initiative having an advantage. Leaders are necessary to move troops toward the enemy, or to rally them when they become disrupted.
One Infantry Attacks game, August 1914, has been released, and another is in production, but we plan to publish many more plus book supplements and downloads just as we have for its sister series, Panzer Grenadier. As with Panzer Grenadier, each boxed game stands alone: You don't need rules or parts from any other game to enjoy every scenario in the box.
Developer's Overview: Developer Doug McNair looks at the new Infantry Attacks system rules, derived from our popular Panzer Grenadier series but very different in the way they play.
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