Anybody else had some odd turns recently, sometimes the die roll causes real surprises.
Assaulting on one flank the force is
Rifle company + sniper + scout + 2 engineers + MMG + 3 tanks, total 21units.
All had gone well so far encounter with a platoon of infantry and an ATG left tanks and engineers behind, they popped smoke to screen tanks. Infantry had got 5 - 6 hexes ahead under artillery smoke screen.
My turn starts and I am amazed every unit except 2 tanks the sniper, MMG and the engineers managed to move onto a mine hex without triggering it. What to do no way I can be lucky moving off with 15 units on mines, engineers are going to be busy.
Decide to stay put, next turn smoke clears I am in trouble dug in enemy open up but I have a superstar squad.
First shot takes out 4 men manning a machine gun at 12 hexes, next 2 shots result in 2 dead ATG,s
Medal coming quite possibly posthumous as he’s routing through a minfield at the moment.
See my ongoing AAR. ATM, I have one squad+ 2 heavy MG squads holding off a reinforced paratrooper company with minimal support. I even made a reference to Pavlov's House, cause that's what their resistance reminded me.
But yeah, it is always fun to have one heroic squad, or a tank ace. Makes the game you play more colorful, for sure.
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Re: Curve ball
Quote:
Originally Posted by Aeraaa
See my ongoing AAR. ATM, I have one squad+ 2 heavy MG squads holding off a reinforced paratrooper company with minimal support. I even made a reference to Pavlov's House, cause that's what their resistance reminded me.
But yeah, it is always fun to have one heroic squad, or a tank ace. Makes the game you play more colorful, for sure.
Yeah, there's always that one guy, the Audey Murphy that moves a unit to heroics. In this game, the "dice roll," can give you that from time to time - a tank that never misses a kill shot nor is it put out of action.