S15 Hammer to the Teeth (Hammer made by Playskool) /2

Continued from TankBoy  Part 1!

Turn 4

Germans Rally its LMG Squad. Depleted Smoke is removed. During Prep-fire, it appeared the German 81mm had LOS to the Reinforcements in wX5, but the LOS string just clips that building in xW6. Break roll was negative.
All remaining German Prep-Fire fails to accomplish anything. An American MMG Squad Breaks one of the German LMG Squads and Wounds its Leader.
Sgt. Richards is a total BADASS!, dishing out a Casualty Reduction on both the German Squad and its Leader. (I rolled to see which one suffered Casualty Reduction and rolled two 5’s, so the both get to suffer the roll, with the Squad reduced and the 9-1 Leader Wounded after passing his Death Roll).

US Prep-Fire is finally effective, Pinning 3 Squads and Breaking another. The one 57L AT Guns keeps ROF 4 times, managing to Break the adjacent German Squad. Neither Sgt. Richards nor the German ½ Squad and wounded Leader make their number in Melee.

Turn 5

The Broken 57L AT gun gets unjammed (huge Surprise there)! The German LMG Squad as well as Sgt. Pyle’s Squad Rally as well. The US Forces appear to making a comeback, making a solid Defensive Line.
German MMG get jammed up firing on the newly unjammed 57L AT Gun.
German attack has stalled after 6 Prep-Fire attempts failed to garner anything more than a single Pinning.
German Mortar makes its man-handling 3 times in a row, coming down off the Hill and into the town. One 57L hits it twice, but fails to do any damage and the 2nd 57L hits it for a 1MC, which it passes. Those German Crews have a Morale of 8!
Sgt. Pyle’s now Un-Broken Squad dishes out a 2MC result on a German Squad/MMG and its 8-1 Leader, which both fail.
Reading my notes, I’m not sure if that 57L kept ROF, but it fires here again in the Defensive Fire Phase at the just recently Broken German Squad, which it hits and inflicts an NMC which the Squad fails and ELR’s as well as reduced to a ½ Squad of Conscripts.
The two American ½ Squad in the Town center from a Firegroup against the Adjacent German Squad, inflicting enough damage and a poor Die-roll to Break and ELR them.
Sgt. Richards kills off the remaining ½ Squad and the Wounded Leader.

Sgt. Richards Squad picks up the LMG and the US ½ Squad Rallies. All US units are now in Good Order. A 57L pins the German 81mm in place. German Defensive Fire Breaks one of the western edge Leaders and pins his MMG Squad.

Turn 6

I call the game here. The US forces are way too consolidated and in Good Order while half of the remaining Germans are Broken, including both of their remaining Leaders.

Dead Pile

Conclusion: Again, I misjudged the outcome. Thought the Germans for sure had it going into Turn 3. Sgt. Richards defiant stand went a long way in turning things around, eliminating 3 full Squads and a Leader, all with just one Squad. Definitely need more time with the Guns. Trying to keep track of Specialty Ammo, TH #’s, Depletion #’s, ROF, Area Target Type, Infantry Target Type. Sheesh. Not sure I stayed on top of all that. It was easier in the earlier scenario’s when you only had one or two different types to concern yourself with. Also, I didn’t like my solution for placing the AT Guns. I still like the idea of not knowing which hex it will appear in however when playing Solo. Even though it ended up being successful, I can see where it can have a detrimental effect. Next time, I think I will pick two hex’s per specific Gun (instead of 4 hex’s for both Guns). That way, each Gun will have a 50/50 being in a particular hex.