On Their Own /1.1

We restarted.

I’m being a little more cautious and a lot more stringent about the sequence of play as it matters!

After turn 1, the Germans move with initiative in Turn 2.

As they move into place, the German offers reaction to the yanks. JACKSON and his boys are punchy. They open up from cover.

During the fire resolution phase we see from left to right : NET 1, 3,and 1. [Firepower + dieroll +/- SADRM counter]. All elicit no effect.

Clearly these are indeed replacement troops resting &refitting in Elsenborn

We roll for time lapse and see another 5 minutes pass.

Note out of picture the Germans could have reacted I believe to the fire of the US… but elected not to due to range issues.

I think we are playing…slightly more correctly.

Germans take initiative and advance.

While the MG section and some of Rolf’s men provide suppressing fire.


Note that the SADRM markers go on as the fires are declared. Ignore the [-2 error notation]


 It is now the American reaction phase.

They elect to concentrate on the MG squad and the unit advancing on the right flank of the Germans, which will provide a firing bonus due to movement so close.. They cannot fire at Lang’s men who raced for the woods. On their right

.

Also as part of the reaction, the US could elect to move Jackson and the squad stacked with him.

We ponder this, as well as a withdrawal versus a stand up fire fight…..should we cancel those fire orders and edge back?

Interesting choices to be made here.

The SADRMs for the US forces:

The US has following SAV [Small Arms Value]..or Firepower of 1 firing range no DRM – , under a SADRM counter[ suppressed] -1 shooting at a unit in woods -1 = -1

The German MG section firing at the hex has a -1 also [1FP -1SADRM-1 house]

The two unites firing at the German on the move have a net SADRM of +1. !FP+1 move inside 2 hexes -1 for SADRM. The German unit in the woods – earns a -1 net.


Lets see how all the shooting resolves itself:

US roll 3 1d10 from left to right:

MG Section:3 -1=2 NE

Squad 3: 8 -1=7 which is equal to the units cohesion! Close but no cigar. NE.

Squad 2 Now should this unit have fired? Given it would have ahead the same chance as the other platoon I believe not. We can leave it to react in another round if there is one.

Germans roll just two dice.

MG section: 3-2=2 No Effect

Squad 1: 9-1 = 8 which is more than the Enemy Cohesion so we disrupt that unit, and its other units rolls for a cohesion check and passes.

We remove all the markers.

Both sides pass [EDIT this is the end of the Fire phase no other phases are relevant ]  and the turn ends.

3 additional minutes are rolled for lapsed time.