![]() |
| The scenario at start. The US has 7 turns to get 10 exit VP off the bottom edge on or adjacent to a road. There can also not be a German MMC in any building hex in the outlined area AND a 24 CVP cap. |
![]() |
| And the first MC of the game creates a berserk conscript... |
![]() |
| End of first turn prep. Things did not go as well as the US wanted them to go. A conscript is unharmed in the middle building (regular squad with LMG on first floor broke). |
![]() |
| Start of US rout phase. The WPd in 426 manage to break a US squad in the stream adjacent. The dice are rolling LOW. US fire at the conscript at the bottom left only pins him. |
![]() |
| End of US rout phase. The German HS (K result from earlier attack) is killed by OBA. The other squad failed an MC while routing and becomes a HS. |
![]() |
| End of German turn 1 prep. Most of the shots do diddly but the Conscript off to the left DMs a US 666 squad that went adjacent. Those guys deserve medals. |
In two weeks we play scenarios 105 and 106. The first one is very small and likely to be decided on the first Prep Fire phase. The second one is a smallish one so it looks like we can get both of them done in a day.








No comments:
Post a Comment