Trebbian, going back to the question posed by Yuber Okami. I get the bit about each unit can activate up to 3 times, but after one unit has activated does "activation" pass to the other side so it is basically "alternate unit activation". I discussed this with my opponent for this weekend's game and we both interpreted the rules differently. That said really looking forward to it!
Have a look again at page 27, para iii. It says: "The card played enables the player to perform ONE action with ONE unit. A unit may be ordered to perform more than one action, up to a maximum of THREE in any turn.
The player may activate a number of units, switching between them if desired as long as the same suit is played." You can activate as many units as you like within your card suit run. Over the page, on p28 it says: "The suit sequence can spread across more than one brigade if desired.
Once a player has either run out of cards in the suit being played, or they reach their Army Effectiveness, or if they so choose, their turn pauses, and play passes to the opponent". There's nowhere that it says alternate between units on each side, I think. If there is, please point me at it, so I can correct the wording.
For your first game here's some advice:
1) Just because you can move three times and cover half the board in a turn doesn't mean it's a good idea. Don't blame me or the rules if you try it and come unstuck.
2) Getting caught standing around in the open is not a good idea. Getting caught moving in the open is even worse.
3) Close assaulting troops in buildings is really hard.
4) Artillery and mortar use is key. It doesn't normally normally kill much, but it pins and restricts your opponent's movement very severely. Use this to your advantage.
5) Armour is great, but don't get separated from your supporting infantry.
6) Re-organisation will keep your units in the game. Think about when you are likely to need to do so, and plan for it.
7) Co-ordinating artillery strikes across more than one unit with the extra card(s) can be much more effective, as every one gets the first round firing effects.
Where you can, hold back an activation per unit if you think you are going to end up near the enemy.
9) Don't leave your jokers to last in the turn. They get you extra command cards too.
10) Don't be surprised if this plays really differently to other WW2 style games you have played. It's supposed to.
Enjoy your game at the weekend. Email me if you have questions, and let me have some photographs.
Graham