Kihmbar
Member
Talloaf assault limped over here and we finished Night III today. The scenario ended on British turn 6 (fortunately for the Germans). We completed the RePh and are setup to play Dawn next week (barring any unforeseen complications).
German Turn 4 saw the German player remove three British squads from the bridge (which returned in the RePh as Walking Wounded). The British responded by breaking and ELRing several German squads, generally clearing the area west of the bridge. The Germans moved the few remaining unbroken units in to defend the bridge.
Turn 5 Prep Fire broke most of the German units remaining around the bridge, allowing the British to get onto and through the bridge (to hex Y18). The German tank fire was ineffective (but left resid), so the Germans revealed a HIP squad in X17, destroying the British on the west bank. Instead of dancing through residual firepower, the British decided to slowly and methodically press forward one hex at a time. The British had broken almost every German squad on the board and burned one of the two remaining tanks.
British Turn 6 saw the continuation of the British creeping forward one hex at a time. Again, the German tank fire did not deter the British advance nor did the 3 MMGs in KK13. The British advanced a small force (one squad, one leader, one hero) across to Y18. The Scenario ended there.
A few oddities occurred in this last part of Night III. The Germans were not able to dig many Foxholes during Night III (although did get some adjacent to the schoolhouse complex). The high rolls went mostly to the British on the bridge while making MC DRs, resulting in lots of broken British on the bridge. Also the German tanks landed several duds on the bridge toward the end of the Scenario. There is something cursed about that bridge.
Here is the situation at the end of Night III:
View attachment 30499
In the aftermath, the British lost six squads and had three return as Walking Wounded. The Germans lost 10 squads and had many ELR to conscripts. The British now have 20 squads and two guns in their setup area and (I believe) will try to expand the bridgehead before the German reinforcements arrive. The Germans have 12 squads and one tank remaining to hold the British until reinforcements arrive. If the reinforcements CX with a leader, they can make it to the schoolhouse in three turns. Join us next week to see if the remaining Germans can hold on for three turns.
The Germans purchased one PzGrenadier Coy, one PzGrenadier Pltn, one AAtr Pltn, and two Fortifications [I4, I5, V11, and 2x M1]. This adds 16 squads and four vehicles to the German OB. The Germans were lucky in that all RGs were Full Strength, but unlucky with regards to leaders (nothing better than the 8-1s he already has). The PzGrenadier Coy did receive the HMG, giving the reinforcements some good firepower. The Germans will use their fortification points for a SAN increase, some HIP units, some "?" dummies, and some Foxholes. I believe the British used their fortification points for a SAN increase and Foxholes. [There are not any other fortification purchases that would make much sense given his position.]
German Turn 4 saw the German player remove three British squads from the bridge (which returned in the RePh as Walking Wounded). The British responded by breaking and ELRing several German squads, generally clearing the area west of the bridge. The Germans moved the few remaining unbroken units in to defend the bridge.
Turn 5 Prep Fire broke most of the German units remaining around the bridge, allowing the British to get onto and through the bridge (to hex Y18). The German tank fire was ineffective (but left resid), so the Germans revealed a HIP squad in X17, destroying the British on the west bank. Instead of dancing through residual firepower, the British decided to slowly and methodically press forward one hex at a time. The British had broken almost every German squad on the board and burned one of the two remaining tanks.
British Turn 6 saw the continuation of the British creeping forward one hex at a time. Again, the German tank fire did not deter the British advance nor did the 3 MMGs in KK13. The British advanced a small force (one squad, one leader, one hero) across to Y18. The Scenario ended there.
A few oddities occurred in this last part of Night III. The Germans were not able to dig many Foxholes during Night III (although did get some adjacent to the schoolhouse complex). The high rolls went mostly to the British on the bridge while making MC DRs, resulting in lots of broken British on the bridge. Also the German tanks landed several duds on the bridge toward the end of the Scenario. There is something cursed about that bridge.
Here is the situation at the end of Night III:
View attachment 30499
In the aftermath, the British lost six squads and had three return as Walking Wounded. The Germans lost 10 squads and had many ELR to conscripts. The British now have 20 squads and two guns in their setup area and (I believe) will try to expand the bridgehead before the German reinforcements arrive. The Germans have 12 squads and one tank remaining to hold the British until reinforcements arrive. If the reinforcements CX with a leader, they can make it to the schoolhouse in three turns. Join us next week to see if the remaining Germans can hold on for three turns.
The Germans purchased one PzGrenadier Coy, one PzGrenadier Pltn, one AAtr Pltn, and two Fortifications [I4, I5, V11, and 2x M1]. This adds 16 squads and four vehicles to the German OB. The Germans were lucky in that all RGs were Full Strength, but unlucky with regards to leaders (nothing better than the 8-1s he already has). The PzGrenadier Coy did receive the HMG, giving the reinforcements some good firepower. The Germans will use their fortification points for a SAN increase, some HIP units, some "?" dummies, and some Foxholes. I believe the British used their fortification points for a SAN increase and Foxholes. [There are not any other fortification purchases that would make much sense given his position.]