Turn 5

Command Dice are rolled.

Max rolls a Command Failure.

1st US Command Pulse (Double Order Chain + Wild Dice)

Gary activates his mortar.

The US mortar hits the German Support Platoon and Forces it back to the table edge.

Gary removes the suppression from his Rifle Platoon.

Gary uses his Wild Dice to activate his company on the right.

US fire disperses a Grenadier Platoon. The Germans lose 2 Morale.

1st German Command Pulse (Double Oder Chain)

Max removes a suppression from his Support Platoon in the centre.

He removes another suppression from his Support Platoon on the right.

2nd US Command Pulse (Single Order Chain)

Gary removes a suppression from his Rifle Platoon.

2nd German Command Pulse (Double Order Chain)

Max uses the Double Order Chain to store a Staff Order.

3rd US Command Pulse (Single Wild Dice)

Gary uses his Wild Dice to store a Staff Order.

End of Turn Fire

The US company on the left loses a platoon and 1 Morale.

End of Turn

Both players get 1 Morale.

German Morale: 8

US Morale: 8

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Turn 4 Continued

1st US Command Pulse (Single Order Chain)

Gary removes a suppression.

2nd German Command Pulse (Single Order Chain)

Germans fire onto the hill to distract the US from moving.

The German Support Platoon Disperses a US platoon.

The US lose 3 Morale.

Further fire suppresses a Rifle Platoon. The US do not use Opportunity fire as Gary wants to move them towards the Germans on his flank.

2nd & 3rd US Command Pulses

Gary removes two suppressions.

Gary uses a Staff Order to remove another suppression.

With his last Command Dice, Gary activates his company on the right.

The US mortar fires and gets a suppression on the nearest German unit.

The Germans and US fire on each other as the US Support platoon moves towards the Germans. The German lose a platoon and 3 Morale.

Gary uses his last Staff Order to remove a suppression on his left-hand company.

End of Turn Fire

The US Support Platoon hits and suppresses the German Support Platoon.

The US loses another platoon and one Morale.

End of Turn

Both sides gain 1 Morale.

German Morale: 10

US Morale: 9

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Turn 4

Command Dice are rolled.

Germany has the first Command Pulse (one 6).

1st German Command Pulse (Triple Order Chain + Wild Dice)

Max is planning a major advance on his left, but is concerned about the US Support Platoon on the hill. He activates his 12cm mortar.

The mortar fires at the Support Platoon and suppresses it.

Max now orders his left company to make a Triple Move. He uses two remaining dice from his Order Chain, plus a Wild Dice. He places the Wild Dice at his intended destination.

Max rolls nine for movement giving him a total move of 18″. His first platoon moves 11″ to the woods then moves at half speed 3 1/2″ into the woods. The other platoons move into line with the first.

The US platoons are suppressed and cannot fire. Th US mortar doesn’t have LOS to th e Germans and so can’t use opportunity fire, Max decides not to fire as he would do so at -2D. He’ll wait to use Opportunity Fire or End of Turn Fire if the US don’t move.

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Turn 3

Command Dice are Rolled

Both sides roll a Command Failure. The 1s are discarded. Germany (two 5s) has the first Command Pulse.

1st German Command Pulse (Single Order Chain)

German Command Dice

Max issues a Reform Order to removes a unit’s suppression.

1st US Command Pulse (Single Order Chain)

The US have 3 Command Dice and 2 Staff Orders.

Gary uses a Reform Order to remove the suppression from his Support Platoon.

2nd German Command Pulse (Single Order Chain)

Max removes a suppression with a Reform Order.

2nd US Command Pulse (Double Order Chain)

The US mortar fires.

The mortar rolls two successes. The suppressed Grenadier Platoon gets no successes (5+ TN) and is Dispersed.

Max rolls 1D3 for the Dispersed unit and loses two Morale.

Gary activates his centre platoon and orders the Support Platoon to advance. The Germans respond with opportunity fire, but to no effect. The US fire is also ineffective.

3rd German Command Pulse (Double Order Chain)

Max uses the first dice in the chain to Rally two Grenadier Platoons.

The Grenadiers in cover get 4 Rally Dice, plus +1D for being in cover; The unit has two Disruption Points so Gary rolls 2D. Both sides have 4+ TN. The Germans rally with four successes and their two Disruption Points are removed.

The Grenadier Platoon in the open gets 4 Rally Dice. It also has two Disruption Points so Gary rolls 2D. Both players have 4+ TN. Max rolls three successes and Gary rolls two failures. The Grenadier’s two Disruption Points are removed.

Max now activates the company with his 2nd 5. His Support Platoon fires and suppresses a US platoon. The US use opportunity fire to no effect.

The Germans advance to the side of the field. A Grenadier unit fires and Disperses a US platoon.

Gary rolls 1D3 and gets a 1. He loses one Morale.

End of Turn Fire is ineffective.

Both sides gain 1 Morale for holding an Objective.

German Morale: 12

US Morale:  12

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Printed Books Update

I’ve just reviewed the latest proofs from Wargame Vault and Amazon. All being well (Brexit and Covid delays permitting), print copies will be available in June.

Amazon: Softback Books

Wargames Vault: Hardback and Softback Books

 

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