A replay token allows a formation to act a second time at the cost of exhaustion, and a general token allowed for the use of multiple units if some activation tokens were held in reserve. On a given turn players pull chits associated with different formations from a cup, but there are some fun little things that change up the formula. I prefer this to NATO in almost everything but massive table hogs where recognizing units at a glance is easier with the symbols, but I understand where the preference for universal symbols comes from. Units have attack values, armour/defense values, movement values, and range values printed on their counters, and instead of NATO symbols there are pictorial representations of the leading element of a unit. Sometimes you just want a good old fashioned simulation, and this is the kind of game Blitzkrieg 1940 tries to be. This is a very straight forward small counter wargame, and there is absolutely nothing wrong with that. The emphasis is on tank versus tank combat and gives the French some much deserved attention. I spoiled it a little above, but Blitzkrieg 1940 is a two player chit pull wargame covering the Battle of Hannut and the Battle of Stonne in Belgium and France in 1940. Now that I’m on a reviewing quest its time to go back, give the magazine another glance, and give Blitzkrieg 1940 a couple plays to see if it will make the cut and earn a permanent space on the shelf. It took quite a while to actually get the game on the table, and a little longer to figure out how to even play it correctly, but it served as a functional entry point to chit pull systems and some of the basics of wargaming like command, counter reduction, and CRTs. my FLGS had a slightly dinged up box in the clearance section for a very good price, and as I was just getting into board wargames, I thought I’d take the plunge. This was my first wargame magazine purchase a few years ago.
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