However, shorter scenarios were provided and a lot of the fault was, I suspect, due to the historic situation rather than the game system. Blood on the Snow is smaller, more manageable and is not bogged down with complex supply rules, rules for naval units or amphibious landings. So just because you might not have enjoyed Macarthur's Return, don't automatically rule out this game. A game turn commences with the Initial segment. Weather is determined via a die roll, supply is checked and unavailable artillery is flipped to its available side.
Artillery becomes unavailable for combat after it either fires or moves.
It can be restored to combat readiness via a die roll but, failing that, is automatically restored at the start of the next game turn. Out of supply effects are more severe for the Soviets but centre on a reduction of combat and movement factors. Unsupplied artillery may not barrage or support combats. Weather determines how many impulses a game turn will comprise of. The worse the weather, the less impulses there are in a turn.