The first image shown here is the beginning phase for each game turn. This image includes the roll for first move and supporting artillery. Both sides also show their free roll makers. This is a reminder to readers that they are in the game. These are only replenished during a night time Game Turn.
Each side rolls a d10 and adds all of the Morale Markers on it’s side. The lowest scoring side chooses who moves first. In the case of this turn the US side has the lowest score and chooses to take first move (US rolls 5+2=7, German rolls 5+4=9)
Supporting Artillery Check
Both sides now remove all Morale Markers. The US player rolls well and gets all three of his artillery Btns. The German side however fails two rolls and only has one for the artillery Btn. available for the turn.
The US side has one Shattered Btn. off board. He will now make an attempt to rally it. If he succeeds the Btn. is placed in the same zone as the HQ. The Rally number needed to roll is a 6, which is based on the Morale of the Division. The Btn. not only fails the roll but rolls a “10” This results in the Btn. becoming “Lost”
Division Rally Numbers
Poor Division 1-5, Average Division 1-6, Veteran Division 1-7
The Sherman moves forward and attacks the German zone in front of the US Btn.
A US infantry Btn. advances into the Prepared Position zone.
The TD and Infantry Btn. make a Regiment move and advance 1 zone.
The poor Btn. in the town attempts to move but fails and rolls a “10”. The result of which is either fallback 1 zone or place a Morale marker on the US HQ. The player chooses the Morale Marker.
The Sherman Btn. moves forward to attack the German Pzk IV zone. They are both the Primary Btn. in this combat. Both sides will use all of the artillery they have available. The US attack has support from the zone it passed through and the TD zone. The German defense has support from the motorized Btns. in the zone itself as well as the Panther zone and the TD zone.
The colored dice are laid out to show the modifiers. The D10 shows the fine number the Sherman will need to successfully hot the Pzk IV.
+5 Sherman = the basic hit number for an assault combat.
+4 = US supporting artillery, +1 per Btn.
+2 = Prepared Position zone.
+2 = TD zone
+4 = two supporting Btns. in the defending zone
+2 = supporting artillery, +1 per Btn.
+1 = Panther supporting zone
+1 = TD supporting zone
Difference is 5 which is the Modified Hit Number
The US player needs to roll a 1-5 to successfully assault the German zone, with the Pzk. IV being the Primary Btn. He rolls a 3 and hits the German. The Germans Save Value is a 1-5. To his he adds +2 for the two supporting Btns. in the zone, he now needs a 1-7 to pass. The player rolls an * and fails. He uses a red marker for a free roll but rolls a 9. Another failure.
The Panzer is “Shattered” and removed from the game table. Both MOT Btns. fall back a zone and 3 Morale Makers are placed on the HQ. The red German marker is placed down to show where a German Btn. was “Shattered”. it is merely a marker and players no role in the game. Nor is it an actual rule. The author does this to see the combat across the game table.
The German player sees blood. He activates his Panther force to face to the left and attack the Sherman in the flank. It will also enjoy the Heavier Armor modifier in the assault. I does not need to active the TD or the MOT Btns. as they will only be supporting the assault. The Tiger is order to activate but rolls a 10. The German player opts to take a Morale Marker instead of have the Tiger fall back a zone. The Recon rolls well and advances in to the wooded zone where it had hope you join up with the Tiger.
The D6 have been laid to help show the modifiers in this assault.
+5 = Basic Assault Combat value
+6 = Modifiers for Panther force. +2 for flank attack, +2 for Heavier Armor, + 2 for Morale Grade Difference
+2 = MOT Btn. and Armored Btn.
+1 = SPA support
+2 = SPG Supporting zone
+2 = MOT Btn. supporting zone
Total = 18
+1 = Btn. support from Prepared Position zone
+1 = ART support
The red D10 indicates the 1-9 to hit. The German rolls 6 and hits.
As a medium tank the Sherman saves on a 1-5. The blue D6 reminds us that it was attacked by heavier armor and reduces the Save to 1-3. The US player rolls a 7 and fails. The Sherman is removed as Shattered.
Since the German won the assault it may advance into the vacated zone and face in any direction. A US “Shattered” marker is placed in the zone and the Germans Turn 3 is finis.
Game Turn 1 >>>
Game Turn Two >>>
Game Turn Three >>>
Game Turn Four
Game Turn Five