hobbies

Italy! 3rd rifles vs hg panzergrenadiers!

I continue the battle for Sant’ Ambrogio!
Following the success in holding the river, command of the 90 Sardinein was left to another commander and I was transferred to another unit which was preparing to mount localized counterattacks in the area.
After initial successes a portion of the 3rd rifles was surrounded!

Rob’s deployment was split between the two objectives, one unit of rifles held an objective with the american equivalent of 6 pounders, he had a unit of tanks hidden behind a building, his 105s and pioneers held the other objective, held in immediate ambush was his tank destroyers.

I had my nebs and a platoon with shrek and 1ic on my left flank, with my armor concentrated on my right flank. Stugs and pak40s were to face his shermans and 75mm cannons(?). My main push involved infantry guns, panzer iiis and ivs and an infantry platoon.

His immediate ambush deployed in a forest facing my panzers but thankfully I could move to avoid them.
I proceeded to run the stugs into the crops and open fire at the shermans, but doing nothing. My left infantry moved up heading towards the woods that held the tank destroyers remaining out in the open.

Rob moved up his shermans firing a pot shot at an 8rad and bailing it, he was able to kill a pak40 that moved with mortars. He took the chance to move his tank hunters to shred my infantry out in the open with machine gun fire but noticed they only had passenger fired AA! He then assaulted me but after many rounds of combat came out defeated. The infantry unit with 1ic then proceeded to dig in and do nothing for the rest of the game.

After that, my stugs proceeded to win the gun fight with the shermans as my panzer iiis amd ivs destroyed his artillery. The stugs were doing a great job destroying 75mm guns until rob pointed out I should just force the pioneers to the south to take motovation tests. I then concentrated my fire and did just that.
Victory Germany 6-1

This was one of a few games played tonight at my FLGS where the Axis came out with a 3-4, 4-3, and my own 6-1, with one last game going on before I left. It was a good turn out with everyone having fun.

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Gepanzarte vs British rifles(?)

Counter-attack again! Random rolling love this game.
I decided to leave gun teams facing him to pick off his heavy and light mortars while prepared to face his reinforcements. Both infantry platoons were to get to the far objective using their mobility and force him to attack me.
That was a success as I was able to get to position and dig in with both groups, his only reinforcements were a group of Shermans he was hoping to use to cut through the half tracks, but the position he chose to avoid my anti-tank guns allowed my infantry that dropped out of half tracks to be right in position.
The next turn saw them die to tank hunter teams and shreks.
This is where the game turned to the longest game of my life.
I denied his 17 pdrs having a clear view of my panthers while I slowly destroyed them,
His 6 pdrs began moving up eventually destroying the nebs and pak40s but getting wiped by panthers.
At this point his only effective anti-tank was air strikes that were rather unlikely.
The panthers began their lap around the table slowly wiping out his heavy mortars putting us both at exactly 50 percent forces with his light mortars one stand away from a platoon check.
There began the game of getting 6s to hit which tool forever, i ultimately called in the second platoon of infantry who were able to quickly get across in their half tracks and add their weight of fire. Finally I broke them, and in turn he failed a company morale
Four hours into it I finally won 4-3 a very neck in neck game, tremendous fun which spoke volumes on our characters and neither Julian or I wanted to give up

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20140507-131700.jpg turns 2 and 3 with half track advance. The 17 pdrs are in the trucks but they counted as halftracks, much more survivable

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Final positions, mechanized forces are my favorite due to rapid redeployment

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CT armored vs Gepanzarte Panzergrenadier Lehr

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We rolled counter-attack, yet again for me!
I began with my go to tactic of digging an infantry platoon in, and sending the other one on halftracks to get the objective with an anti-tank weapon in ambush, usually pak40s. He decided to overwhelm the town with everything before my reserves came in, with all that fire power and his recon and tank phones it should be cake right?
He proceeds to tie the noose around my neck and begins to close in, pouring fire into my position. But failing every fire power test, I only lost a stand. But pinned I was and would remain that way for the rest of the game.

Let it be noted that we forgot the assaulting from cover rule which would have made me lost that flank quickly.

The panthers came in and began to tear through shermans while avoiding some tds.

Pressed for time mike gave up after I got an assault off on his infantry and failed to roll a 4 plus during several potentially devastating rounds of combat but finally I destroyed them, he saw it was going to be a drawn out fight and he wasn’t willing to see it through,
Victory Germany 5-2

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Recon 2014 and my first tournament

Recon 2014 arrived, it was a four hour trip which we embarked on at 3 am with two hours sleep after a night of drinking!
I arrived at the venue where I saw all sorts of historical miniatures, very many seeming fascinating and some on a spectacular scale.
After gawking at everyones armies we set off
First mission was hasty attack! I was defending against the reluctant veteran cromwell list
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The desert rats list I have heard of in legend (podcast). They do not give you much time to react as they are likely able to pull off an assault on turn one, much to my chagrin.

I failed in leaving him a corridor to move up, where he assaulted me from a position where my pak 40s could not have defensive fire. In this assault I lost a gun team, an infantry stand, and my observer for my nebs. At which point nebs ceased to be a unit of any merit, although it gave me something to withdraw later.

I sent the pumas to harass the artillery and draw forces away from the main thrust, to limited effect until I pulled them too.

My panthers popped out of ambush and did much damage, ultimately I was able to hold until turn 6 where I should have been able to pull the objective marker but I was forced to make a company morale which I promptly failed with reroll. We both agreed that with time and his force being mostly expended I would have won the game if I had passed.
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Counter attack!
This opponent had artillery, 2 recon units, 2 infantry squads, and two churchill über units. All confident trained.
He sent his Churchills en masse to the town I was holding as thanks to mobile reserves I only had my two infantry platoons and pak40s in reserve, none of which are much use against the churchill. After the first turn I decided to win by breaking his company.
I popped out the pak40s and opened fire on his artillery wiping out a few but lacking firepower in one.
My mobilized platoon headed to the objective and storm trooped onto it, they would have to survive one round of open shooting.
Concentrated fire from the half tracks destroyed a universal carrier but became the target of an airstrike next turn, I forgot to fire my passenger fired aa guns, statistically I feel I had a good chance to destroy the plane. Only one was lost and they passed their morale to stay on the table.

On the left flank there was an attempted assault by an infantry squad but the defensive fire proved too much and got pushed back as they took many casualties. (His rolls for saves were miserable through out the game)

Throughout the game the left platoon never unpinned but was able to pull defensive fire like champs. One infantry squad fired at the infantry platoon causing one casualty that caused a morale check that they failed and ran.
Fire was poured on my left platoon but the tank hunter teams always passed their rolls. He assaulted multiple times with the Churchills but my defensive fire bailed and destroyed one tank per attempt, he still won so I pushed back the tank hunter teams deeper into town taking advantage of the buildings and the fact it was my next turn to dig in.

During this time, my panthers and pumas came in, decimating what was left of artillery, universal carriers, and the other infantry platoon which was not dug in.
This made them cease as operational units.

The Pumas were then destroyed by an airstrike.

The game ended when he charged into the square with the universal carriers taking five tank hunter and panzershrecks hits destroying one, bailing 2 which made them fail the assault causing the destruction of the unit. His final push was a failed attack by the churchills with the same attack and result. He failed his company check next turn.

The last three pictures give a good sense of the the entire game, it was aesthetically very pleasing to see the epic town battle and the noose closing
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Last game of the day dust-off
I faced yet another infantry list which allowed me to attack finally! I was defender in the deployment so I was able to choose the side with the town and rob him of his strength, I then attacked due to the roll, ideal conditions.
This game worked out in text book conditions learned from my practice games. The only real danger came from two 17 pounders, one which was destroyed and the other in a crucial position but unable to see my panthers.
From there it was a systematic destruction of his 6 pounders and his attacking infantry out in the open, I was a stormtrooper away from winning a turn before.
He was able to assault once but he got massacred in defensive and return fire from everyone.
The observer took the church tower and was able to call down fire on anything that passed by. My mobilized platoon moved in on the right and was able to gather for an 11 stand assault, together with the panthers there was nothing my opponent could do
Victory 6-1

The results finally came in and I was able to take 4th overall and top axis commander

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I had a stupendous time and met a lot of good people. I hope to be going to more and bigger tournaments soon.

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Above is my list, I would love to take this to nationals

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Gepanzarte Panzergrenadier Lehr vs (Attacking) Assaulting 1ID

Mission: hasty attack
Rob wanted to attack
It was a very very good game where we were neck in neck for a while. He proceeded to attack up the middle and on my right flank, we both think he hesitated too much with the middle group. He threw everything into the right flank which My infantry and halftracks were going to have huge trouble holding until my panthers arrived there. His NGFS was useless again. I moved up my pumas and got them killed again on the left flank when I should have been more cautious. I also daisy chained my half tracks to harass his artillery but after a question on wwpd that proved to be an illegal move, not too big a deal as they achieved nothing. After a huge fight across the river from the right hill he chose to charge his remaining infantry but it had limited success. We were both down to half a unit away from company morale, he was able to pump many jeep mg shots into my nebs but they passed platoon morale. I counterattacked with my infantry after destroying the jeep with combined fire power and his depleted unit stood no chance against my huge unit.
Victory 4-3 Germany

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Gepanzarte Panzergrenadier Lehr vs 2nd ID

This mission was breakthrough?
We adjusted the measurements for our smaller table, pictures start after my first turn.
This game was special in that Rommel would be proud,
I decided to focus my mobile infantry in one side with my heavy hitters facing down his artillery.
I decides to have the pumas with the tanks in what was a gamble as his m10s were sure to turn up from reserve.
I chose to use them to lift gone to ground to begin punishing his artillery.
It was a short game where I double timed one unit of half tracks on my second turn to get the objective, while my artillery and tanks devastated his units that bombarded.
It would have been more of a game but he decided to dig in his unit that was supposed to take the objective instead of getting to position despite my warnings.

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Gepanzarte vs 8? Armored

This mission was surrounded, I wanted to test my force out on the defense. This could have been a much easier game for me but there was some wasting of units on my part. I was able to destroy most of the armor if not all, my only real threat was a concentrated infantry assault which killed two panthers and pushed deep on my south flank. The remaining panther survived combat against the 1ic 2ic and one more tank, and opening up with my machine guns followed by counter attack from my infantry was finally able to push back the attack and break the company before his m10s took out my last panther causing me to roll the company test.
Victory Germany
This game proved to me how much anti air is kind of a waste of points

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Sperrverband Harzer vs Rifle Company (2nd I.D.)

Mission: Pincer
Germans defending (luckily), this game differs from the others in that we were sober throughout the same thing
Rifle Company (2nd I.D.)

  • Rifle Hq
  • Rifles
  • Rifles
  • Rifles
  • Weapons platoon LMG and Mortar
  • Machine Gun platoon
  • Mortar Platoon
  • Cannon Platoon
  • Independent Tank Platoon
  • Tank Destroyer Platoon
  • Truck Section
Sperrverband Harzer

  • Hq
  • Machine Gun Company 12 Stands with Panzerschreck
  • Machine Gun Company 12 Stands with Panzerschreck
  • Panzergrenadiers
  • SS-Sturmbannfuhrer Hans-George Sonnenstuhl
  • Hummel Schwere Panzer
  • Heavy Anti-aircraft Gun Battery
  • Motorised Heavy SS-Artillery Battery

SETUP AND DEPLOYMENT

Set up with my deployment, 3 platoons of MG42s Nebs Tigers and sfh18s

His chosen objective

His deployment, those pennies are jeeps, bear with us, Infantry in the field is mortars, the card and artillery pieces to the right are anti tank cannons

Two infantry units waiting to push and artillery in the back

The observers he is pointing at are some real big douches

UNITS IN RESERVE
Rifle Company (2nd I.D.)

    Sperrverband Harzer

    • Machine Gun company
    • Panzergrenadiers
    • Flak88
    DEPLOYMENT SUMMARY
    Rifle Company (2nd I.D.): He loads up his cannon to open fire without us knowing it has no HE, he seems ready to overwhelm my forces
    Sperrverband Harzer: Set up as many machine guns as forward as I could, prepared positions already giving bulletproof cover

    TURN 1

    He pushes forward with his hmg teams, stuarts and Tank hunters but fails to lift gone to ground or hit anyone

    Nebs open up on advancing infantry, pinning two platoons and killing a few stands

    My sfh18s open fire on the stuarts destroying the 2 they hit

    COMBAT CASUALTY SUMMARY
    Rifle Company (2nd I.D.)

    • 2 stuarts
    • Few infantry
    Sperrverband Harzer

    • N/a
    TURN 1 SUMMARY
    Rifle Company (2nd I.D.): He begins first wave assault on the obstructed enfilade of the south
    Sperrverband Harzer: Holding, hiding, firing artillery.

    TURN 2

    A strike at the southern flank

    Stuarts advance, ready for an assault

    Bottom of his turn before the assault that bails one stuart but pushes bach the bottom mg team and killing my observer, he had kept his northern flank hidden which i didnt agree with

    My Tigers rip through his stuarts

    Artillery continues bombardment of the HMG and infantry I love time on target

    COMBAT CASUALTY SUMMARY
    Rifle Company (2nd I.D.)

    • Stuarts
    • Infantry
    • HMG team
    Sperrverband Harzer

    • Observer
    TURN 2 SUMMARY
    Rifle Company (2nd I.D.): Pushes forward hard for Southern breakthrough
    Sperrverband Harzer: Relatively few casualties and beginning of stop gap measures push him back.

    TURN 3

    He drops smoke on second observer

    I bombard the HMG and anti tank cannon

    My objective and staff team

    COMBAT CASUALTY SUMMARY
    Rifle Company (2nd I.D.)

    • Stuarts
    • infantry
    • HMG teams
    Sperrverband Harzer

      TURN 3 SUMMARY
      Rifle Company (2nd I.D.): The repositioning of the army after failure in southern breakthrough
      Sperrverband Harzer: OPEN FIRE

      TURN 4

      Tank destroyer security team pulling shenanigans, and lsd road

      Near the end of his movements

      Full advance, he kept pinning but I was able to keep unpinning reluctant mg42s!

      After another Machine Gun company arrived, this was going to be monumental, also a very questionable use of his hmg team to the left

      Tigers respond to tank destroyers

      http://i.imgur.com/omxcJMr.jpg

      Bombardment took out one tank hunter and stands of infantry me having already shredded the other. His cannons proved useless as we discovered they were no HE earlier in the game

      COMBAT CASUALTY SUMMARY
      Rifle Company (2nd I.D.)

      • Stuarts
      • infantry
      • HMG teams
      Sperrverband Harzer

        TURN 4 SUMMARY
        Rifle Company (2nd I.D.): After his failed pushed on the south he quickly transfers tank hunters to north for a big push
        Sperrverband Harzer: Woo reluctant, I was able to pour so much combined arms fire.

        TURN 5

        He drops smoke and hopes for a last push after unpinning

        What ensued was an overwhelming amount of MG42 and Time on Target artillery that wiped out that flank, and thereby half his forces. He rolled for Company morale and failed

        COMBAT CASUALTY SUMMARY
        Rifle Company (2nd I.D.)

        • 2 platoons of Rifles
        • Tank Hunters
        • Stuarts
        • HMG platoons
        Sperrverband Harzer

        • Observer
        TURN 5 SUMMARY
        Rifle Company (2nd I.D.): He advances, smoking what he could to shield his troops, tries to pin and pins one unit.
        Sperrverband Harzer: A beautiful case of combined arms wiping out the entire remaining flank.
        >What ensued was an overwhelming amount of MG42 and Time on Target artillery that wiped out that flank, and thereby half his forces. He rolled for Company morale and failed

        COMBAT CASUALTY SUMMARY
        Rifle Company (2nd I.D.)

        • 2 platoons of Rifles
        • Tank Hunters
        • Stuarts
        • HMG platoons
        Sperrverband Harzer

        • Observer
        TURN 5 SUMMARY
        Rifle Company (2nd I.D.): He advances, smoking what he could to shield his troops, tries to pin and pins one unit.
        Sperrverband Harzer: A beautiful case of combined arms wiping out the entire remaining flank.
        Another fun game, I feel my friend should have gone for different tactics other than piece mealing his army but already wants a rematch. German win 6-1. I really liked this army, I had so many mg42s that even as reluctant trained they were laying down massive amounts of fire and even pinned are generating the same amount of fire at an even cheaper cost. The artillery with time on target did wonders but I see anti tank weakness

        Generated by WWPD’s BatRepper Software.

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        Gepanzerte Panzergrenadierkompanie (Lehr) (F) VS Tank Company 4th Division

        I hate jumbos

        Hasty retreat, I was defender
        We were both pretty drunk but did played quite succesfully
        Gepanzerte Panzergrenadierkompanie (Lehr) (F)

        • Easy Eight HQ
        • Tank Platoon with Jumbo
        • Tank Platoon with Jumbo
        Tank Company 4th Division

        • Gepanzerte Panzergrenadierkompanie HQ
        • Gepanzerte Panzergrenadier Lehr Platoon
        • Gepanzerte Panzergrenadier Lehr Platoon
        • Anti-tank Gun Platoonnk Hunters
        • Scouts
        • Panthers
        • Rocket Launcher Battery
        • Flak 88s

        SETUP AND DEPLOYMENT

        My army, again the proxies are temporary

        The map, unfortunately we keep getting long ways battles

        Right flank with panthers in cover, CiC awkwardly facing the wrong way

        88 holding left

        UNITS IN RESERVE
        Gepanzerte Panzergrenadierkompanie (Lehr) (F)

        • Nebs
        • Scout Cars
        Tank Company 4th Division

          DEPLOYMENT SUMMARY
          Gepanzerte Panzergrenadierkompanie (Lehr) (F): I divide my anti tank assets, and spread out my tank hunter teams
          Tank Company 4th Division: Mike deploys heavily on my left flank

          TURN 1

          Mike pushes up so that the easy eights may still fire full rof but have no success

          My retaliation is swift, but he passes his Motivation test

          COMBAT CASUALTY SUMMARY
          Gepanzerte Panzergrenadierkompanie (Lehr) (F)

            Tank Company 4th Division

            • 2 Shermans
            TURN 1 SUMMARY
            Gepanzerte Panzergrenadierkompanie (Lehr) (F): Retaliatory Fire
            Tank Company 4th Division: Turn 1 has Mike move all his units forward

            TURN 2

            All up in my face

            Pak 40 ambush

            Panthers reacting to Shermans, failed stormtrooper to get out of line of sight

            COMBAT CASUALTY SUMMARY
            Gepanzerte Panzergrenadierkompanie (Lehr) (F)

              Tank Company 4th Division

              • 2 Shermans
              • Easy Eight
              TURN 2 SUMMARY
              Gepanzerte Panzergrenadierkompanie (Lehr) (F): More fire takes on unit out of commision
              Tank Company 4th Division: Full advance forcing my entire army to react

              TURN 3

              I need to use my panthers more conservatively…

              COMBAT CASUALTY SUMMARY
              Gepanzerte Panzergrenadierkompanie (Lehr) (F)

                Tank Company 4th Division

                • 2 Shermans
                TURN 3 SUMMARY
                Gepanzerte Panzergrenadierkompanie (Lehr) (F): Turn of Casualties
                Tank Company 4th Division: Finally he starts hitting and ripping through my armor but has to face all my tank teams

                TURN 4

                Fearless opponents 😦

                COMBAT CASUALTY SUMMARY
                Gepanzerte Panzergrenadierkompanie (Lehr) (F)

                  Tank Company 4th Division

                  • 1 platoon
                  • Tank hunters
                  • 76 Sherman Easy Eight and Sherman
                  TURN 4 SUMMARY
                  Gepanzerte Panzergrenadierkompanie (Lehr) (F): I am able to clear out the platoon but he passes his motivation
                  Tank Company 4th Division: Moves up last few shermans for one final push

                  TURN 5

                  COMBAT CASUALTY SUMMARY
                  Gepanzerte Panzergrenadierkompanie (Lehr) (F)

                    Tank Company 4th Division

                    • 1 platoon
                    • Tank hunters
                    TURN 5 SUMMARY
                    Gepanzerte Panzergrenadierkompanie (Lehr) (F): Finally pour enough casualties for him to start taking company motivation tests and it took him about 3 turns to fail
                    Tank Company 4th Division: Final push meets with failure
                    A win that should have been maybe a little easier with my lists, but finally get a second victory against mike who has found his niche game, we were both kind of slurring by the end of it but another great game

                    Generated by WWPD’s BatRepper Software.

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