Avalon hill squad leader
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The squad leaders in Squad Leader are actually "factored in" to the squad counters, and only exceptional leaders - officers and NCOs - are portrayed separately, by their own counters. The name of the game is actually a misnomer, as in most ways the player assumes the role of a company commander (i.e. Advance phase (in which the player whose turn it is may move every unit one hex), and the close combat phase (in which any units from opposite sides that start that phase in the same hex engage in close combat).Rout phase (in which any "broken" units must flee for cover).Advancing fire phase (in which any units that moved may fire, at reduced strength).Defensive fire phase (in which the other player may fire on units that just moved).Movement phase (in which the player may move their units on the board).Prep fire phase (in which the player whose turn it is may fire on enemy units any units that prep fire cannot move or fire again for the rest of the player's turn).Rally phase (in which "broken" units attempt to rally and malfunctioning weapons are repaired).Each turn consists of two player turns, each of which have eight "phases": The semi-simultaneous system of play developed in the mid-1970s can be seen in Squad Leader's sequence of play. Time was said to be two minutes per turn, though the developer admits that this is also inexact and that each game turn should be considered a "module of time, such that the (game's) events can occur and interact with one another." In reality, European village streets are not 40 meters across, for example. The mapboards are divided into hexagonal grids with each hex said to represent 40 metres of terrain, the result of the designer being asked what the ground scale was, rolling a die and it coming up 'four'. British troops, when eventually added to the game system, are shown as largely similar to the Germans, albeit with somewhat inferior equipment. US troops are shown as having unusually high firepower (representing larger squads, using the Browning Automatic Rifle - unlike other nationalities who have separate counters for light machine guns), but with slightly lower base morale than German or Soviet troops, representing the supposed greater tendency of more individualistic Americans to break from their orders or the group under fire - however, American troops are easier to rally under fire, as they were exempt from the usual penalty ("desperation morale") paid by broken squads in these circumstances. Russian troops are portrayed as poorly armed (and with poor quality radios, making it very difficult for them to summon artillery support) and with relatively fewer leaders, but with the capacity to become "berserk" in combat (a capacity shared in later expansions by SS troops). The original game contains counters representing the German, Russian and American armies. All kudos for card redesigns go to David Muñoz de la Peña.Pieces in Squad Leader represent regular squads (rated for firepower, range and morale), weapon and vehicle crews, elite squads (with high firepower and morale but shorter range - used to represent paratroops or combat engineers armed with sub-machine guns), individual leaders, support weapons, and vehicles. The scale of the game is measured in terms of relative ranges between opposing forces, with most combat occurring within a scale distance of 500 meters during the course of player turns measured in varying seconds of actual time." There is no playing board it has been replaced by Terrain cards which become the "hexagons" of the game as players maneuver their forces via Action Cards over constantly changing terrain. Yet, in many ways is more realistic than its predecessor in that its inherent mechanics simulate the fear and confusion of the battlefield and the inability of leadership to assert itself far better than any tactical game yet published. UP FRONT is a far simpler adaptation of Squad Leader principles designed to a card game format.
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"UP FRONT is a game of man-to-man infantry combat set in WWII Europe loosely based on the Squad Leader game system. Each player directs a squad of men in various scenarios with cards driving the action.
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A card game that is loosely based on Avalon Hill's Squad Leader series.