Build a fire, to make a cave, as the glacier covers you | ||||||||||||||
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The Germans have 2 under-strength battalions holding off a U.S. infantry regiment, which has good armor support. Oh yeah, there is mud, a long march in the mud. The Americans enter on board 9 (marching through the muddy wood), to German infantry block at the crossroads. The infantry block (a VG company), was quickly overrun (over-slogged?) with little disruption. The march continued to board 10. The Americans go to setup their own block at the north end of board 9. Otherwise the march across the map will take about a 1/3 of the game. Rather than try to force the U.S. on block, the 275th Infantry contingent challenges the Americans to a snail race to board 10. The Americans mostly win, but deployment and flanking the town allows most of the Germans to slip by. The Americans go about creating firing lines and start blasting the Germans. For quite a while the attrition and suppression is proving too much for the town’s defenders. The Germans are losing twice the number of steps to the Americans. Losses climbing to over 25 steps. It looks as though the Americans are going to neatly dismantle the town. That outlook changes when the Germans manage win the initiative twice, have 4 lucky rolls, and the Americans have 4 unlucky rolls, all over 3 turns. The American timetable is pushed back, though not outside the time limit, but casualties have gone to 22 steps. The game ends with board 10 virtually clear. The butcher’s bill is 37 steps for the Germans, 26 for the Americans. Both sides have achieved their minor victory conditions. The game is a draw. |
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