Although a defender can be attacked only once per turn, the impulse system lets you create reserves to exploit a hole that a successful attack creates. In this regard, timing of attacks and careful positioning of attackers of reserves take lots of thought. The play is somewhat reminiscent of They Met at Gettysburg or Breakout Normandy and as simple as the other mechanics are, the impulse system makes you think a lot about what you are moving and when you attack. Meanwhile, hats off to Ray Freeman for taking the initiative to DTP a fine and original little game on a perennial favorite. To be honest, you could draw the map yourself in 10 minutes and it would look just as good.
Counters are acceptable but have to be mounted.
Germans smash through as always but get mired down in bottlenecks while the Allies crank up for the big pay-back. However, an impulse system will allow a clever player opportunities to hand either an overconfident or inattentive Allied player a big defeat. No German fuel shortages, weather rules, or air power stick out as annoying omissions. An impulse system similar to those seen in Breakthrough Normandy and Peter Perla's recent games. As said above, the design is based on an alternating impulse.