Mission 2 - turns 4-10 review
Some very belated comments on Turns 4-10.
Minor helpful? VASL note. I notice you are using the left/right arrows to move counters up or down. The up/down arrows are shortcuts to move to top/bottom of the stack.
Also a brief comment on A.2... I personally do not go back and redo anything that would be in my favor, but will go back and redo something I missed if it is in the ENEMY's favor.
Turn 4 Axis MPh: V7 vs W9 SFF NA as closer units exist. If it were possible, the attack would be 2=, not 4=. (A8.3) Residual FP of the 4 FP attack made should have been halved to 2 and dropped to 1 for the orchard hindrance (A8.2, A8.23).
Continuing movement from W9 to V8, the first ENEMY unit to check fire is V7, not V6 (S8.613, S8.61, S5.2). Also, V6 SFF is not to nearest unit.
Allied PFPh: 12O4 should check EA before 35U6 (S6.1). Leader has automatic action, of course (S6.317).
35U6 and 35V7 have automatic actions (S6.311)... caught.
35U6 need not roll a fire command. S6.311, priority 6 dictates fire at T5... caught.
12O4: The leader should check for EA separately as it has an automatic action.
DFPH: The encirclement on V4 lowers the morale by 1 (A7.7), so that should have been a break, not a pin. This would have also led to it's elimination in the RtPh... caught next turn.
Turn 5 Allied MPh: Leader in 12O4 has automatic action (S6.3175) - move command 6 on A4b. Roll separately from MMC for panic.
MMC in 12O4 had move command 10, with no targets (see terms & definitions) as no units in LOS and range. Thus, move is: move full MF, RAS.
APh: MMC in 12P3 should advance up a level to gain LOS to a target in 12M1 (S11.1). Leader should stay put (S6.317-.3175)... partially caught in next turn.
Turn 6 Axis MPh: Possible LR Activation from 12V5:2 on movement to 35H4... caught.
Allied RPh: Forgot to check crew self-rally in 35V10.
APh: MMC in 12P3:1 should advance to 12P3:2 (S11.1).
Turn 7 Axis MPh: 12P3:2 sq didn't check for panic.
12P3:2 fire at dashing unit requires mandatory fire group (A7.55) after checking for HS panic. Once again, no 2nd fire at a unit that has only expended 1MF... (A8.3).
12M2 did not need to declare a dash as no ENEMY is in LOS of the hex dashed through. The dash benefits only apply in that hex, not the destination hex (A4.63).
The SFF from the HS should be 2+2 as the HS is adjacent & higher to get PBF (A7.21).
AC for 12U6 drm is 0 (+1 [village board] -1 [stone building] = 0).
CCPh: 35K3 in LOS of 12P3:2. No concealment gain.
Allied PFPh: Reminder that ENEMY leaders usually have separate automatic actions...
MPh: ENEMY leaders have separate automatic actions from the units they are stacked with.
12U6: See S9.25 for movement in missions without VPO.
12O3: Did you choose to only fire one of the squads in 12O3? They qualify for PBF (A7.21), so the DFF should be 16+3. Now that you can fire a valid SFF (8+3) at 12P3:1 you skip it?
CCPh: The Dutch player should declare who the leader is stacked with before declaring CC,
Turn 8 Axis RPh: Recover ATR in 12M3? (optional)... caught. ENEMY recovery of ATR in 12P3? (mandatory [S7.3])... caught.
PPh: 12P3 - leader ELRs as well.
MPh: Bauer's stack needed 3MF to enter 12Q2 unless bypass was used.
RtPh: 12T2 cannot rout closer to 12P3 (A10.51).
Units in 12P3:0 should rout upstairs, preferably to 12P3:2. They are no longer ADJACENT.
APh: Advance to 12AA4 activates units IN Y5 (B19.2).
Allied MPh:
12V5: Two things here. This command is poorly worded. If you read down, it becomes more clear that it is checking to see if you are in a FRIENDLY unit's range. Also, it does not specify normal range, so even if it was referring to your unit, there are several units in range and LOS. It should AM to 12V4:2. Also, see S6.221 and notice that the movement should have been assault movement regardless.
AFPh: 12V4:2 should check {A3a} for targets as it has many to choose from.
RtPh: The HMG should be left behind (A4.42). Also was unpossessed.
APh: Reminder-leaders follow different rules (S6.3173).
Units in 12U5 should advance up to 12U5:1 (S11.1). Concealment doesn't negate target status. (terms & definitions)
Turn 9: Mission end dr occurs at end of each Player Turn.
MPh: 12S2 is visible from U8 for a DFF shot. (2-2)
12P3 -> Q4 loses concealment bypassing in open ground (FFMO applies [A23.71]).
T5 needs AC when moving in S3.
DFPh: Shot at R3 neglects hedge. K/1 instead of 1KIA.
12V5 vs P5 is 2+2. Need to check for panic before DFF FRIENDLY units in T3 & Q6.
RtPh: 35U10 to V10 leaves mortar behind... caught.
APh: Advance to 12W4 activates W6.
CCPh: Check end of mission... caught next turn.
Turn 10 PFPh: Remember that prisoners eliminated still count double for Victory Conditions (A20.54).
12U5:1 Doubles 3,3 panics 1st line troops (S6.21). Leader still needs to do his own thing.
Looks like you were confusing ENEMY panic rolls (doubles) with FRIENDLY CMD rolls for V6 & T7 (and probably U5).