Our LT is going to Advance to the other sideof the M4 and fire on the SS in the woods, and the Snap To to activate an M4 and 1st Squad. Close range, 1 rifle, soft cover. 1. Nothing. Now the M4. 2x.MG + 1 HMG. Pin, 4 hits, 3 casualties. Now 1st Squad Fire. 3 hits, pin, 1 casualty.
They're down 50%, morale check. 3 pins, regular troops, six or less. 8. They break and Run! Next die grey. Machin gun, run. To avoid being Close Quartered or bypassed, the Bunker MG Team will make a rapid retrograde and redeploy in town, eventually shoring up the flank. Next die grey. Infantry Advance. That's tough. Squad in church has a strong position. Squad behind the wall is already Down. Flamethrower could move up but would remain out of range. That's the least worst. Next die grey. Infantry Fire. The vet squad in the church will target the GI column approaching. As in turn two, LMG + 2 rifkes, net net, they go Down. Pinned, no kills.
Next die grey. Artillery Fire. The Nebelwerfer will Fire at the 2nd Squad down the street (and miss).
Next die green. M4 will advance and fire on the displacing LMG team. 2 X MMG close range. 3 hits, 3 dmg, team elim.
Next die grey. MG team Fire. Choice of targets. Officer, FO Team, infantry squads. Or go into Ambush. I think they'll hit 1st squad and leave the others to squads and sniper.
1 hit, 1 kill, pin.
Next die green. 75 mm howitzer v bunker. 2 pins, 1 more hit. (8 to go).
Next die green. 2nd squad will assault the troops behind the wall. It's a bit of a muddle with them Down, where they can't fire. It's not a surprise as they'll be slowed hopping over the hedge. I am going to play it as the effects cancel each other out once they're in contact. Let's see if they make it. Yes, less than 6".
They'll regroup behind the wall, protected from the church. Next die grey. Sniper Run. Well, that woukd get him down to the ground. Then displace into town i suppose.
Next die green. The 81mm mortar will Advance and face the log bunker, and take a shot. Hit! 2 more pins and two more hits. (4 total).
Next die grey. Tank Advance ;-)
(What no Allied tanker wants to see)
The big 88 barks, bangs off the side of the turret, stunning the crew and 2 pins, turret not jammed. Next die green. FO team shifts right to spot the Tiger and radios for help...
Next die green. MMG Team Runs to support 3rd Squad.
Last die green. That bazooka loader will run to the shelter behind the empty bunker.
End turn three. It has been costly. The Axis flank is about to be turned, but the King has arrived. We shall see.
TURN FOUR
The smoke stays put.
First die green. Single biggest threat is now the Tiger. Let's see if the Air Force can help.
FO team Fire. Roll 2. Not this turn. Dammit.
Next die grey. Lesson 5, remove Unit cards as you lose units.
Infantry Fire. The vet SS Squad in the church will shift to 2nd Squad and try to give them some pins. LMG, 2 X AR, 2 X rifle, 1 x SMG. 2 hits and a pin. Vet squad, 1 exceptional damage, the NCO gets KIA! Morale Check - failed! They run!
Next die green. Pinned M4 passes their test with a 4 sheds a pin and opens fire on the Tiger. Natural 5 + 6 hits. Exceeds minimum, so full damage, natural 4 Knocks. It. Out.
Next die green. Pinned M4 passes their test with a 4 sheds a pin and opens fire on the Tiger. Natural 5 + 6 hits. Exceeds minimum, so full damage, natural 4 Knocks. It. Out.
That's the lottery, publisher's clearing house, and the Irish Sweepstakes all in one. And likely a complete game changer.
(Sometimes it's better to be lucky...)
Next die green. Time to get third Squad out of the open. I'll order them to Rally and get rid if those pins. Natural 9, made it by the skin of their teeth. Both pins go.
Next die green. 75mm Fires on log bunker. 1 more pin, 2 more hits ( total 6).
Next die green . 1st squad runs forward. They barely make their order test even with the LT there, drop their Pin, and move up.
Next die green. 2nd M4 will take the church under fire. Hits for 5 hits, they go Down so 3 hits and a Pin, vet squad, 1 kill.
Next die green. The MMG Team will Run into the bunker and set up in the back doorway.
Next die green. The 81 will go for the log bunker. Hits, 3 pins, the unit is eliminated by pins. Things are really starting to go the GIs way.
Next die grey, sniper Fire. Since they moved down last turn, they'll have to Advance as they have no LOS. They can move far enough to take a shot at the FO Team. Hits but does not damage, 1 Pin.
Next die green. Officer runs back toward center, figuring he'll be needed in the assault on the church.
Next die grey. Artillery, Run. Well, I'll move him back to where he started.
Next die green. The bazooka loader will Run i to the bunker with the MMG team.
Next die grey. Infantry advance. Flamethrower team moves up threateningly.
End turn four.
Turn Five. Smoke remains (!)
First die, green.
75mm Advance and fire on the Church. 2. Miss. 2nd die green. M4 fires at the church. 1, misses (!)
3rd die, green. FO team orders an airstrike on the Church. Fail order test. No air strike.
Next die green. M4 fires at church. Natural 5, hits. 3 pins, 6 hits. They'll go Down to reduce it to 3 on the troops. No casualties.
Next die, green. 3rd squad Runs forward.
Next die grey. Artillery, Run. I interpret that as bugging out, they fall back across the bridge and out of play.
Next die green. The 81mm mortar Advances and fires on the church. 3, miss.
Next die green
MMG goes into Ambush.
Next die green. Officer Runs around to front of bunker.
Next die grey. Sniper. Lesson 6 to avoid having a unit move into an exposed position, it may Advance 0" and become simply a Fire at -1. Which it will, at the FO team. Long range, hits, pin, 1 man goes down. Morale check passes. 1 man remains.
Next die green. 1st squad runs forward into the woods.
Next die green. Bazooka loader goes into Ambush.
Final die grey. Infantry Run. He'll run across the street and if possible, enter a building. They make it to the house next to the church.
End Turn 5.
TURN 6
The Smoke lingers (!)
First die green. 75mm Fires on Church. 5, hits. 3 casualties. 2nd die, grey. Infantry, Advance. They adjust positions in the building and open fire on 3rd squad.
If they pass their order test. 5 or less on 2d6. Roll 9. They go Down instead. Next die green. Right M4 fires on Church. Hits, Dmg 5 round down to 3 because they're Down. That requires a Morale check. Originally 10 minus 9 Pins = eliminated. They almost single- handedly held up the Allied assault for 5 Turns. But too much US firepower....
Next die green. 3rd Squad Runs into the Church.
Next die green. Left M4 advances ac r oss the hedge and toward the remaining SS Troops. Opens fire, bow and turret MMGs blazing. 4 hits, a Pin. 4 casualties, unit elim.
Next die green. FO calls in air on the building next to the church, if he passes his order test. Which he does. Roll for air gets a 2. Not this turn.....
Next die green. 1st squad Runs toward the houses.
Next die grey. Run. Out the back to the next house.
TURN 7
The smoke drifts...north. Best smoke EVER ;-)
FIRST die green. 1st squad Runs toward the burning Tiger, assembling in the street.
Next die green. 2nd M4 runs up the street.
Next die green. MMG Team runs forward.
Next die green. Officers Run forward.
Next die green. 75mm displaces forward. Next die green. FO runs forward. If he passes his order test, which he does, shedding his pins. Next die grey.....Fire. Do or die time. He can't Fire from his current position, but he can Advance into firing range. They move around the corner of the house....whic luts him in range of 1st squad. Natural 6, he hits, and rolls 1 hit :-( which generates 4 Pins but no casualties :-(. A morale check is passed, and the flamethrower remains in play.
Next die green. The bazooka loader Runs forward. Final die, the 81mm team.displaces forward. End turn 7.
FINAL TURN.
The smoke remains....
First die green. 1st squad assaults the flammenwerfer with a Run order. Less than 6 inches, no return fire. If they pass their order test. Which they do not.
Next die green. The right M4 opens up with all MGs, the remaining SS men disappear in a hail of lead..... Click here for The Results
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