Since I made so many mistakes in the last game I am going to try this again.
D-Day Opening
- Very successful air bombardment, but Eindoven FT not flipped
- Not vey successful XXX Corp artillery bombardment...only 4AP
- Airlanding segment sees only one AB unit flipped. Overasselt bridges to Grave and Hatert siezed, Grave FT destroyed and assault in St Oenrude against FT fails.
- Gds assault causes 4CP leaving 2 fresh Germans in Zone F
- Germans attempt bridge demolition from St Oedenrude and blow the Dommel River and Wilhelmina Canal bridges
- British take Arnhem and assault in Zone F. As a change from Game 1 three units are moved to Arhem instead of 2. However, this means Dreil was not occupied.
- Germans activate Osterhout and move 9SS recon to Driel to block 1AB from crossing the Rhine. This is a change in tactics from game one. Allies can't assault Nijmegan this turn so the recon unit is not needed there.
- 1 AB successfully assaults Wolfheize and fails to eliminate the last German in Zone F.
Impulse 2
- Germans activate Cleve and reinforce Wyler with 2 battalions.
- Allies use air bombardment on Valkenswaard to weaken defender. Successfully disrupt both units.
- Germans activate Veghal and blow the canal bridge.
- Allies activate Mook and occupy Groesbeek Heights and Beek. Use free impulse in Zone F for an assault resulting in a single CP. Germans still holding.
- Germans activate Veghal and blow the canal bridge.
- Allies activate St Oedenrude and fail to eliminate the FT. Free activation in Zone F sees destruction of the defenders in Zone F and Valkenswaard, but the Eindhoven bridge remains in German possession and XX Corp is done. However, Allies did gain a sunrise modifier for eliminating 3 German units.
Impulse 4
- Germans activate Eindhoven, but fail to blow the bridge.
- Allies activate Overasselt and eliminate the FT in Hatert.
- Germans activate Zone B and move 2 units to Pannerdern.
- Allies activate St Oedenrude and fail to eliminate the FT.
Impulse 6
- Germans activate Eindhoven, but fail to blow the bridge.
- Allies activate St Oedenrude and fail to eliminate the FT. Turn ends.....
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