We got a late start and so only got through two turns, but they were eventful.
Through two I've lost an 8-1 leader, and 4 1/2 squads.
(1 1/2 of those will be returning as walking wounded). Not a disaster, but not a pace I can keep up if I'm to have any infantry to fight by 19 Eve.
In exchange however, we have already bagged 2 German squads, and five(!) vehicles. Joe has been uncharacteristically aggressive with the tanks, and has so far lost a Tiger aus E(L), a Panther, 2 PzIV's and a halftrack. Another German halftrack is in bad shape having been immob'd and put under a shock counter by artillery.
Thanks to the German coordination rule, the German attack is splintered into essentially four different attacks.
1. The Northwest
German infantry creeped along through the undefended buildings. However, due to armor losses, they may have a hard time getting across the street.
A panzer IV turned the corner and found himself in the sights of a British AT gun. The crew got out and slipped into the buildings. A halftrack surprisingly followed and met the same fate. Just up the road, another halftrack is in bad shape having been smacked around by British ARTY.
2. The Southwest.
An armored car platoon, volksgrenadier pltn, and a MG kill stack are working their way east and having much more success. They have already captured a 458 squad (grr), killed an 8-1 leader and another squad or two.
The Brits are moving reinforcements from blocks L and J to try to stabilize. Not happy with my sloppy play in here. Joe took advantage nicely.
3 The Northeast.
This is obviously the main mass of the German attack. After dispatching some some dummies in the northern edge of the block, the Germans began moving in on the schoolhouse.
3 The Northeast.
This is obviously the main mass of the German attack. After dispatching some some dummies in the northern edge of the block, the Germans began moving in on the schoolhouse.
Finding that the engineer squad and the 9-2 were in a fortified location, Joe tried to feeze them with AFVs. First a PzIV came charging into bypass to be flipped by a thrown DC. Moments later, in the same turn, a Tiger E tried to slide into a different bypass hexside, and went down to the engineers reaction fire, ending up ablaze! What else you got Gerry?!!! Huh??
Well, turns out Gerry had more. Two German squads moved into the rubble south of the school and were broken by a hidden flamethrower half squad tucked away in the back hex. But, the original squad and leader were broken by a massive defensive final fire shot and routed upstairs and to the back.
It's a real win the battle / lose the war situation. Those engineers and 9-2's can do a lot of damage to German attack, but if I can't get most of them out of there (looking be getting much harder), it's a strategic loss.
4 The Southeast
This is where the German heavy mortar OBA has been doing the most damage. Two walking wounded squads were caught in the open and KIA'd trying to pull back to block L. One of the foxhole squads is broken. The 7-0 and two squads in Y18 just had a successful close combat killing a German SS squad (and generating the 7-0). However, they now find themselves in a bad spot, with a the 9-2 and MG stack staring back at them. A 34+2 from that stack, and an 18+4 from the squad/lmg in factory next door. Another two precious squads on the brink.
On the bright side, the AT gun in the orchard could not believe his luck when the (now upside down) Panther pulled up the road far enough to show his side armor. One shot, one kill.
Again the crew got out, this time with a 9-1 armor leader.
So. So far, I have no idea how it's going. If I can save some of the squads that are in jeopardy, I'll feel pretty good about the game so far. Lose a few more, and I'll be very nervous.