Turn Two

Both players roll their Command Dice.

Max rolls a Command Failure. One 1 is discarded. The other 1 is given to Gary to use as a Wild Dice.

1st US Command Pulse

Gary has one Wild Dice, a triple and a single order chain. He has two Staff Orders.

Triple Order Chain

Gary wants to take the objective on the hill and chooses to use his Triple Order Chain.

 1st US Command Order

Gary orders his mortar to fire smoke onto the German platoons.

2nd US Command Order

Gary orders his centre infantry company to advance. They roll a 4 for a move of 3.5″ (7 divided by 2 for moving on the hill).

The infantry complete their move.

German Opportunity Fire

Max spreads his fire against all four US platoons. By firing at the three lead Rifle platoons, Max can also fire at the US Support Platoon at the rear.

The German Grenadier platoon fires through the US smoke screen. They fire at long range (5+ TN) increased to 7+ TN because of the smoke screen. The Germans fire with one less dice ad their TN is reduced to 6+. The two suppression hits have no effect on the US infantry.

The next German Grenadiers fire to no effect.

The 3rd Grenadier Platoon also fails to damage its target.

The German Support Platoon fires at the US Support Platoon. It gets two hits and forces the US platoon back.

The US Support Platoon is forced back off the hill and is suppressed.

US Infantry Fire

The Rifle Platoon hits the Germans in the open, but the Germans make their Reaction Check..

The second US Rifle Platoon gets one Disruption Point on the Germans in the open.

The third US Platoon fires at the Germans in cover. No effect.

 

 

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