![]() Off map assets, from artillery to airstrikes are represented, as is unit training, replacements, fresh supplies etc. ![]() ![]() The rules are simple, yet effective, providing a fun game with a modicum of realism. A player can tweak their starting force by spending a limited supply of “force requisition points”, which has the effect of adding variation to the stock scenarios. Gameplay is flexible, with units able to move and fire, in whatever order the player likes. There are no specific unit organisations, but in terms of the game scale, I found it easy to rationalise each unit as a representative infantry platoon, or support/tank section. Units are portrayed as single vehicles, guns, with infantry in units of five men, and support weapons like LMG’s and mortars, typically two. For some curious design reason each square has a logarithmic variation… Sealion is an expansion to the core game, so this logic likely applies here too. I’ve since learned from Jim Zabek that when he wrote the core game review for the Wargamer, Slitherine told him that in fact the ranges were not linear. That at least is what I concluded, as it seemed obvious. The map is a grid of squares, with each square – if unit ranges are anything to go by – representing some 100 metres across. Easy, eh?īattle Academy is a tactical level, turn-based, fast play type wargame. Sitrep, Sir! Jerry’s got the airfield, and we’ve got to get it back. ![]()
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