Armchair General
AOs are also somewhat dynamic, have conditions and can change based on events. For example, as the battle opens, the Russian southern pincer has two tank corps. But for the first five turns, these are held in reserve with very limited AOs. Once the Soviet player advances far enough to take two key hexes, the AO changes and the tanks are effectively released
A question about this...are these two tank corps ALWAYS locked until turn five? And are they only unlocked when the Soviet player takes two key hexes? And are the Key hexes the same every time?
I'm trying to work out if the German player knows what's coming and is therefore able to deal with it?
Is this where the mystery variants come in?
