Written by Kevin Shewfelt
Edited by Bruno Sinigaglio
A Time for Trumpets is a very big game. It’s a tour de force from the designer and certainly wins the award for diligence of research and accuracy. You get a lot of bang for your buck when you see how much is packed into this 3” thick box. The Order of Battle is state of the art; taking what we knew before to new levels of detail on what the Germans had when, and what the US Army could counter with. The game is rightly considered a MONSTER (at over 2000 counters and 5 full size maps) and as such runs the risk of all other monster games of presenting so much to you, the gamer, all at once that it can get overwhelming if you’re not careful. The following pages are meant to take some of the sting out of the sheer size of this game (and will go so far to call it a simulation) by focusing on the first few turns in one sector to demonstrate the basic flow of play. This is done mainly for the benefit of those wanting to see what the game is all about and how the basics work. Many of the rule sections will not be applicable for this situation, so it is a chance to get to terms with the core mechanics which will be used on every turn, in nearly every Corps. And once you understand the basics of running a Corps, you can see that running an Army is just a series of Corps operations one after the other. I hope the following pages are useful if you’ve considered the game and wanted to know a bit more. I am indebted to John Rainey and Steve Bradford who made the Vassal Module for the game which I used for all the screenshots of this article. I am also indebted greatly to the designer himself, Bruno Sinigaglio, for taking the time to check my execution of the game was correct per the rules.
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