Overview
Fighting Formations is a tactical wargame simulating combat actions of the German Grossdeutschland division during World War II. Using an innovative initiative system and order-based activation, two players command company and battalion-level units across hex-based maps. The game features a unique initiative track where each action costs initiative points, and the player with the most initiative acts next, creating a dynamic back-and-forth flow.
Components
- Hex map sheets (multiple scenarios)
- Unit counters (infantry, armor, artillery, support units)
- Initiative track
- Order markers
- Asset cards
- Dice (10-sided)
- Scenario booklet
- Reference cards
Setup
Per scenario instructions:
- Select and place the appropriate map(s).
- Deploy units to starting positions as specified.
- Set the initiative track to starting values.
- Prepare asset cards and markers.
- Note scenario-specific victory conditions and special rules.
Turn Structure
The game uses an initiative-based turn system rather than traditional alternating turns:
Initiative System
- A pool of 40 initiative points is shared between players.
- The player with the most initiative gives the next order.
- Each order type costs a different amount of initiative (taken from the acting player’s pool and given to the opponent).
- After each order, check who has more initiative; that player acts next.
- When both players pass or the initiative pool is balanced, the turn ends.
Orders (from the order matrix)
Each order is placed by removing an order cube from the initiative matrix. The row determines the initiative cost:
- Move — Move a unit or stack across hexes
- Fire — Attack enemy units with direct or indirect fire
- Assault — Combined movement and close combat
- Rally — Recover disrupted or broken units
- Command — Activate HQ abilities, call for support
- Asset — Play asset cards for special effects
Actions
Movement
- Units have movement allowances based on type (infantry, mechanized, armored).
- Terrain affects movement costs.
- Stacking limits apply per hex.
Fire Combat
- Attacker totals firepower; defender totals defensive strength plus terrain modifiers.
- Roll dice; compare to fire table.
- Results include hits, morale checks, suppressions, and step losses.
Assault
- Close combat combines movement into an enemy hex with combat.
- Both sides fire; results can include retreat, rout, or elimination.
Rally
- Attempt to recover units that are suppressed, disrupted, or broken.
- Rally success depends on leadership and unit quality.
Command
- HQ units provide command range for subordinate units.
- Units out of command have penalties.
Scoring / Victory Conditions
Each scenario specifies victory conditions, typically involving:
- Control of specific hexes or objectives
- Elimination of enemy units
- Exiting units off the map
- Holding positions for a number of turns
Victory levels range from Decisive Victory to Decisive Defeat based on VP thresholds.
Special Rules & Edge Cases
- Initiative flow: The key mechanic; spending more initiative on powerful orders gives your opponent more chances to act.
- Fog of war: Some scenarios use hidden unit placement.
- Combined arms: Infantry, armor, and artillery work together with different strengths.
- Asset cards provide historical events, reinforcements, and special capabilities.
- Morale: Units have morale ratings affecting their resilience under fire.
- Line of sight: Terrain and elevation affect what units can see and fire at.
- Overrun: Armored units can overrun weaker enemy positions during movement.
Player Reference
| Item |
Details |
| Players |
2 |
| Scale |
Company/Battalion level |
| Initiative pool |
40 shared |
| Dice |
10-sided |
| Unit types |
Infantry, Armor, Artillery, Support, HQ |
| Key mechanic |
Initiative-based activation |
| Era |
World War II, Eastern Front |