La batterie du Holdy redux | ||||||||||||||
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We decided to circle back and restart the 4th Infantry march. I had the Americans. We have restarted our character leaders. We used our anonymous leader counters to add some mystery to play. Using board 33 makes it much easier for the Americans to sneak up on the Germans. The first group of paratroopers ducked behind the ridge to keep out of sight until the second group arrived. With the 2 groups ready the north group popped up on the ridge and drew OP fire from the town. The other group the rushed up next to the town. The north group got up next to the town, cutting of the German reinforcement group. The came down to 2 firefights at this point, the southwest group vs. the town garrison and the north group against the German reinforcement group. A though the howitzer died early on, neither of us gain much advantage during the middle part of the game despite the amount of ammunition expended. The big change comes when the 4th arrives. The 4th ID troops attack the German reinforcement group from the side opposite of the paratroops. The Germans evaporate in the crossfire. The exchange with the town has become very lopsided, but only a few turns are left. Concentrated fire from the Americans demoralize the Germans. The subsequent assault causes heavy casualties, but town is still not in American hands. The Germans are holding out with 1 reduced, demoralized grenadier. On the last activation of the last turn, the grenadier fails its recovery roll and vacates the town. The Americans have won with no step losses. For some reason though, a para captain & lieutenant have deserted (compound moral failures). One German leader character has suffered a light wound. One of my leader characters has picked up a couple LPs. |
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