Total domination by the Allies. First move was to wipe out Axis...
Total domination by the Allies. First move was to wipe out Axis unit and mobile artillery on the American right. That was followed by major push up the center to totally overwhelm German forces holed up in buildings.
Allies tried a move on the right flank but were shut down by the...
Allies tried a move on the right flank but were shut down by the mobile artillery. They then focused an attack up the middle, taking heavy casualties, and dishing out some of their own. Germans elected to stand and fight rather than retreat for possible victory points. The end came when Lt. Dick Winters, down to his last unit, took out a German squad in the city.
J ai attaqué la ville de front et me suis heurté aux tirs croi...
J ai attaqué la ville de front et me suis heurté aux tirs croisés des retranchements ennemis.
Le lieutenant a tout de suite été tué !
L adversaire pouvait aisément replier à l abri ses unités affaiblies et les relever.
Tandis que les miennes étaient harcelées et décimées par son artillerie.
The Americans advanced up the center, straight into my waiting D...
The Americans advanced up the center, straight into my waiting DHQ (one kill) on turn 4. They Counter-Attacked the DHQ and followed with one of their own, continuing into the Center, but my dice were like INF-rolling machine guns -- just plain lethal. Two German Attack Centers weakened the invaders. An Ambush wiped out an American 2-fig, and then my 2-2-2 on turn 7 scored the final three kills. All kills were in the Center.
The Allies opened with an Infantry Assault in the center that sh...
The Allies opened with an Infantry Assault in the center that shifted 3 units to the left flank, and they followed up with a DHQ that took out my sniper. But then, to my surprise, no attack came on the left. They shifted to the center.
Meanwhile, I had just drawn two Attack Centers on turn 2, and followed that with Medics, Assault Center, and Close Assault. The Center cards produced 3 kills for me, making the score 3-1 after 5 turns.
Next, my Close Assault scored 2 hits on the second incarnation of the Heroic Leader, who was scoring hits (but no further kills) from a town hex near the middle of the board. Between that and other damage, I had three 1-fig infantries, and the Allies were advancing two more infs into the middle.
On turn 8, with a newly-drawn DHQ, I advanced all three 1-figs into the open, hoping to kill the heroic leader's unit and maybe someone else. I did bag the Leader's unit, and then, sure enough, I bagged the Leader, too.
I started with a challenging hand: Left Probe and Attack, Armor...
I started with a challenging hand: Left Probe and Attack, Armor Assault, Artillery Bombard, and Barrage. So, I did the logical thing and went up the left side of the board with the Armor Assault, a Recon Center I had drawn, and three Left cards. I lost the heroic leader's unit, but he jumped to a 3-figure unit that snuck around the hedgerow and rolled Grenade-Flag against the artillery (My hero!), and then he planted himself in the marsh next to the exit hex, in case a certain 2-figure German infantry tried to run for the border.
During this offensive, I had drawn Center Assault and Attack, as well as Close Assault. (Good things come to those who wait.) My Assault Center prompted a German Infantry Assault, which gave me some targets, but did cost me a 1-figure infantry on the right flank, which the mobile artillery had reduced.My Attack Center brought more units into contact with the enemy. Axis countered with a Probe Center, with two inf in town hexes rolling against a full-strength infantry -- first 3 hits, then three misses. (The Germans had three or four timely dice failures like that. Next, the Close Assault eliminated one unit and reduced three other units to a total of 4 figures among them.
Two follow-up attacks in that section finished off two of the weakened German units, while Medics restored 3 figures to the third. I was now leading, 4-2. I had three 1-fig and two 2-fig infantries scattered around the board, such that it would be difficult for the Germans to kill more than two of them at once. The Germans had four full-strength infantries, plus the sniper and the mobile art. Fascinating position.
A German Assault Left eliminated one 1-fig and had two units attack a full-strength back-row unit. The art rolled 2 hits, but in another dice failure, the infantry rolled two misses. (At this point, it turned out, my opponent drew the Ambush card.)
So I played the Artillery Bombard, which I'd been afraid to use throughout the game, and my Heroic Leader captured the exit hex.
11 turns, 5-3 win, but the Germans killed more figures, 25-17. Only two of my seven surviving units had more than 2 figures. A great battle!
A real slugfest.
On the second turn, the Allies charged forwa...
A real slugfest.
On the second turn, the Allies charged forward with an Infantry Assault in the center, killing my lead unit there. I responded with Move Out, advancing three units out of cover, and was lucky enough to take an eye for an eye against the unit that had killed my unit. Something very lucky happened: I drew Close Assault.
Something even luckier happened: The Allies Counter-Attacked, putting five of my infantries in contact with enemy units. On the ensuing Close Assault, I killed two units and rduced another to 2 figures.
The Allies followed with their own Move Out, scoring a 2-fig kill and retreating their own 2-fig.
On turn 5, after bringing the sniper in from the flank, I played an Assault Center, reducing the heroic leader's second unit to a single figure. There were now two vulnerable enemy units. I was holding two decent Center cards and drew DHQ ... and the Allies were basically out of gas in the center.
The DHQ killed the Leader's unit, but retreated the 2-fig. However, with the 2-fig out of range, my sniper and artillery scored 3 hits on an infantry in the 5th-row town by my right-center seam.
Allies played a 2-2-2, but due to limited units in the flanks, they could only order 3 units. 3d against a 2-fig infantry in the center scored 1 hit. 2d against my 1-fig in town totally missed. The Allied 1-fig tried to run away, but my sniper and infantry went after him, and all I needed was the sniper shot.
7 turns, 5-2, 22-15. A great battle with Tank Commander, as always.
The German defenses here are like a puzzle. You have to figure ...
The German defenses here are like a puzzle. You have to figure out how to unlock them without getting killed. I had to figure it out here with a shortage of Center cards, so I played carefully.
After my 5th turn, I was holding Direct from Headquarters, Close Assault, Ambush, Armor Assault, and a Left card. I used my DHQ to bring 4 units next to the two forward German towns, and killed infantry on my right. The Germans Counter-Attacked and retreated their 2-figure infantry from the other town back to the medal hex. (Medics would bring him back to full strength on the next turn.)
So, I played a Probe Right that I had just drawn, nd was fortunate enough to kill the mobile artillery. I was also fortunate a little while later, when the Germans infiltrated Behind Enemy Lines, and my Ambush nullified their attack.
On turn 9, the tide turned in favor of the defenders, as they played Assault Center, followed by Infantry Assault, killing 3 of my units and retreating some others. (I was having no luck at setting up my Close Assault.) One 2-figure unit ran to the marsh near their Left exit. It escaped the next turn, to give the Germans a 4-2 lead.
My Right side had two 2-figure infantries. I now played a Right card, moving one onto the Right medal hex, and moving the other to the town next to the Center medal hex. A German Attack Center rolled three misses against him. So, I responded with my own Attack Center. That unit claimed the second medal hex, and two of my units (including my first use of the heroic leader) attacked a 2-figure defender in the town in my 5th row. They rolled 2 hits, to complete an exciting, come-from-behind win.
13 turns. 5-4 medals, even though each side killed only 3 units. The Germans scored 22 hits, compared to my 15. A great battle!
On the first four turns, I was very fortunate to draw Barrage an...
On the first four turns, I was very fortunate to draw Barrage and four Center cards (Assault, two Attacks, Recon).
After I Barraged 2 figures off the heroic leader, the Allies Infantry Assaulted with 8 units in the Center with unlucky dice), so I Assaulted back at them (one kill), advancing my units carefully to avoid giving the Allies an advantage, and followed with an Attack (completing two more kills).
A couple of turns later, the Allies Counter-Attacked my other Attack Center, killing two weakened units, but my Recon Center finished off a 2-figure infantry and allowed me to draw Move Out.
Allied Their Finest Hour allowed them to order a flag, an armor, and three grenades, but no actual units. My Move Out completed the kill against the heroic leader.
It was a lot of fun to play this battle against the author. I was blessed with good cards, and he was hobbled by unlucky dice.
I had a severe lack of Center mobility the whole 15-move game: ...
I had a severe lack of Center mobility the whole 15-move game: My only cards capable of ordering more than 2 Center units were TFH (which wound up ordering 3 infantries on the flanks, instead, and finished off two injured units), Firefight (only 2 units were eligible to battle, but they scored a kill), and an Assault Center that I drew on turn 10 (which rolled only 2 dice, while I retreated two weakened units).
Meanwhile, the Germans scored 4 kills (mostly in the Center) on turns 4-6.
After turn 10, my hand was totally useless: Three Left cards (where the only good targets were my units), a Right card (where I had no units at all), and Close Assault (I was being destroyed from a distance).
Finally, in a turn-15 Firefight, enemy artillery at maximum range scored a hit against a 1-figure Allied infantry unit that had no ability to move.