Speed is the key | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
NOTE: I use the notation [] to indicate a reduced strength unit. Very short scenario (7 turns) set at night so not much time for prep fire. The Germans need to clear 5 hill hex of Soviet units. The Soviets start with 6 (2xINF, 1xHMG, 1xSMG and 1x[INF] and 1x[HMG]) units with 2 LT's and cannot start stacked. If fact they must roll a 5 or 6 to be able to move. Germans started their forces (3xINF, 1xHMG, 2x81mm, 1x75mmIG with 2xLT and 1xSGT) two hexes from the hill (as close as they could) except the 2x81mm started further back. I had the Germans try a fire group with the INF and HMG against the nearest Soviet unit (a [HMG]) and it did nothing. Next turn the Germans moved up adjacent to the hill and Soviets. The Soviet moved a couple units to create a couple of stacks. The next 5 turns consisted of German assaults to try to clear the hill. They only killed 3 Soviet steps but DEM all other units through the last turn. By this time only one Soviet unit was still on the hill (a DEM [HMG] with a 0-1 LT). All German units had activated already so it all came down to FOW and whether the DEM [HMG] could pass a morale check. The Soviets had 3 demoralized units off the hill and activated each of them first to get to the FOW roll. The Germans had 4 activations to start the turn so all their units had already gone. The FOW roll was a 12 so they had to try to recover the DEM [HMG]. Since this unit was in an assault a failed morale check would result in it having to leave the assault hex. The dice were rolled and the result was a 2! The unit need a 5 or less to pass and rolled a freaking 2 for total recovery. Looking back I made a mistake on the first turn by trying to fire on the Soviets with my INF instead of charging right up and getting the assaults started a turn earlier. |
||||||||||||
0 Comments |