Turn 7 – Final Turn

Command Dice are rolled. Everything to play for – both sides have 2 Morale.

The Germans go first (most 5s).

Max is in a good position with five Command Dice and one Staff Order.

1st German Command Pulse (Double Order Chain + Wild Dice and Staff Order)

Max activates his Support Platoon on the right.

The US Support Platoon is suppressed by the German fire. The US lose 2 Morale reducing them to Zero Morale.

Max activates his 12cm Mortar and Support Platoon.

The Mortar hits the US Support Platoon and forces it back off the hill. The US fire at the same time as the mortar and suppresses it.

Max keeps the pressure on using his Wild Dice and a Staff Order to order a double move. The Grenadiers storm the hill.

The German Grenadiers disperse the US Rifle Platoon. The US lose 2 Morale. As they are at Zero Morale, the 2 Morale are added to Max’s Morale. Max now has 4 Morale.

1st US Command Pulse (Triple Move)

The US move across the hill with a triple move.

German opportunity fire suppresses one US platoon.

2nd German Command Pulse (Single Order Chain)

The Germans attack again on the US’ right flank.

Devastating German fire up the hill disperses the suppressed US platoon. The Germans gain 3 Morale increasing their total to 7.

2nd US Command Pulse and End of Turn Fire

Faced with imminent defeat, Gary passes his Command Pulse. End of Turn fire now occurs,

Last gasp US fire suppresses and forces back a Grenadier Platoon.

End of Turn

US Morale Collapses and Max wins with 7 Morale to Gary’s none.

Two flank attacks proved too much for the US to hold, but it could have been very different had Gary won the final Command Dice roll.

 

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