UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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Turn 5 - American Movement Segment The two German squads are pinned, so they can deliver a maximum of 10 FP as Final Fire, plus a series of 5 FP Final Protective Fires, as long as their morale does not break. So, I plan to assault them from multiple directions, surrounding them to block any rout paths. 1) this could make them break as a consequence of FPF; 2) if they don't break during FPF, subsequent Advancing fire should break them 3) if they survive Advancing fire, my Good Order units should easily kill the pinned German ones in Close Combat All the American units move as single squads. 1) a HS moves to draw First Fire and is broken (A) 2) a squad Assault Moves adjacent to the German stack, which does not fire 3) a B* and a squad Assault Move adjacent to the German stack, which does not fire 4) the squad with the (broken) mortar moves to the trench so as to provide fire (in case the Germans survive and the mortar is repaired, two unlikely occurrences); the Germans do not fire as the squad didn't move adjacent to their location. 5) a squad moves down the road; this time the Germans fire (B) and break and CR it. Unfortunately, German morale holds. 6) the B* leader and the last squad move down the road; the Germans fire again (C) and kill the leader, while the squad is broken and CR'd. The repeated assaults do not shake the German morale. 7) a squad Assault Moves adjacent to the Germans, who do not fire (I thought this was a suicide charge, after seeing the effects of FPF for 5 & 6, but the AI opts not to fire).
Attachment (1)
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Chasing Germans in the moonlight is no mean sport Siegfried Sassoon Long Range Fire (A7.22)........1/2 FP
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