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| First kill of the game. |
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| End of turn 1. The US has done very well with the shooting so far. This keeps up and it will be all over by turn 3. |
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| End of turn 2. The US won initiative and then rolled lousy for the shooting part. |
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| First kill of the game. |
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| End of turn 1. The US has done very well with the shooting so far. This keeps up and it will be all over by turn 3. |
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| End of turn 2. The US won initiative and then rolled lousy for the shooting part. |
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| Allied turn 3. |
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| Arnhem. The Allies keep the lifeline to Arnhem Bridge open. The Germans move to tighten the perimeter. |
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| Nijmegen. German units in the town outisde Nijmegan had attacked and nearly taken the 82 supply head. A last unit is not surrounded and attacked AND manages to hold! |
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| German turn 4. |
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| Arnhem. Filling in the line. |
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| Eindhoven. The German forces pull back from the road. |
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| Allied turn 4. |
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| Arnhem. The Devils slip in another unit to Arnhem. |
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| Eindhoven and XXX Corps. Nothing can stop them now! OOOPS! Can cross a blown bridge! Units past the bridge were moved back behind it after this picture was taken... |
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| German turn 4. |
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| Arnhem. The Germans attack and disrupt a unit of the Red Devils near the drop zone! Later we remembered the attachment rules but I think it still would have been a victory. The line to Arnhem is cut! |
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| Nijmegen. Germans file in a bunch of reinforcements. |
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| XXX Corps (outside Eindhoven now). German reinforcements are coming in to threaten the road. |
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| Allied turn 5. |
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| Arnhem. A new unit is moved up to hold the line where the 123 was beaten earlier (123 moved up to support another unit in the town). |
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| Nijmegen. A unit of the 82nd attacks and pushes back a German unit but it comes at the cost of a step loss. Can't do that much more. |
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| German turn 5. |
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| Arnhem. Frosts boys (no matter what counters are there I call them Frost's boys from here on) are not attacked this turn since the Germans do not have the strength yet. |
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| Nijmegen. The Germans counterattack the unit that attacked them last turn and force a retreat. The 82nd drop zones are vulnerable. |
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| Allied turn 6. Overcast! No airlandings or air support in the morning. In the afternoon 4 units can land and 1 air support point is available. |
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| Arnhem. Nothing happening here. Waiting for the Poles to arrive. |
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| Nijmegen. 82nd pulls back the line. Waiting for airborne reinforcements here too. Overcast meant no resupply for the Arty too. |
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| German turn 6. |
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| Arnhem. The reduction of Frost's boys begins. A Desperate Defense holds the line but causes a step loss. |
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| Nijmegen. Landing reinforcements is going to be a problem now. |
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| The map setup. The Germans have to take 18 building hexes in the circled area OR eliminate 5 US Squad/Half Squad/Weapons Teams in 7 turns. |
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| End of first turn. All maneuver so far with no shooting. |
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| First shot! No Effect! |
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| First shot at a Stug! Also No Effect! |
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| First Blood! The US Sniper appears and Shakes a German squad. Leaving Sgt Fury unspotted. |
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| First German Blood! He had no luck with the Gun target again (nor the gun at him) but he did fire MGs at the US Squad and shook them. |
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| End of turn 4. LOTS of firing back and forth, most of it doing nothing. The MTR shot at the guy in the middle did not happen - I got that confused with next turn. |