RE: Simple Panzer Grenadier system (variant)
Now to your comments on initiative. I find them not accurate as to either system, before or after my changes.
In existing Pz Gdr, it is relatively straightforward to arrange chained activations, group moves, fire groups, and so forth so that very large portions of one's force can act as a single impulse, if that is wanted. This isn't always a good tactic, because it can be important to "save" units to act later in the turn, but that is true in either system. Note that those command system manipulations are particularly easy in the high portion of published original Pz Gdr scenarios that feature very high numbers of leaders per unit, often around 2/3rds. Very often in the original game, the question is not who has a leader but merely who has which one, with what levels of bonuses.
Nor is it accurate to say that in my system, the winner of initiative can act with all of his units before his enemy does anything. He may indeed rally and move out of LOS or range of all enemy units to his heart's content, and he may benefit some from having eligible units rally before further fire hits them. But the units rallying are all more than 3 hexes from an enemy or they can't even attempt it, and half of them are failing their checks meaning they did nothing for the turn (no leaders, no modifers to rally morale checks except occasionally -1 for global morale "shaken"). He certainly isn't seizing ground next to the enemy or firing with either type.
If he moves in range of the enemy, his enemy can opportunity fire, and any good 2-3-11-12 fire roll triggers a reaction. If he fires, then any 7 fire roll (or 2-4 for AT fire) is going to miss and also trigger reaction. Everything he does that is interactive, therefore, is 1/6 to trigger reaction. Assaults even more so, because both happen, defender's and attacker's fire, so those are more like 1/3 to trigger reaction, minimum.
The winner of initiative can therefore shoot first, but he can't expect to shoot his whole side before his opponent gets to react. He might get 3 such actions, he might get 6 - breaks of luck determine and he cannot rely on the result ahead of time. Some one goes first in combat, nothing is simultaneous. Shifts of "fate" occur from missed shots that trigger reaction that fire effective shots, or conversely that see a string of 2-3 unusually effective shots. 4 overlapping interleaved binomials are not needed for this, each event matters. And the usual reasons to want to save units to act late in the turn still apply - overwatch to opportunity fire if the enemy tries to close, or rushes to get to good spots after the enemy fires all his available units, can and do happen. Or are avoided by cautious players passing with some overwatcher's unused. Up to the players, and entirely interactive in face to face play.
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