|Before the onslaught. Hiding behind a flimsy hedge isn't a good idea. |
(A) Before the Germans can continue the Americans use one of their command dice to interrupt the phase, ordering the Sherman to fire on the Farmhouse again. The HE round kills two more infantrymen (the leader avoids injury) and deals another shock breaking the Squad. They have to flee 1d6+6" which takes them downstairs and to the back door but no further. The Germans roll on the Bad Things Happen table and lose another point of morale.
* I may have made a mistake here so I'd appreciate any feedback more experienced players can give me. I decided that the MG team in the Hayloft were over a 4" move from joining the rifle team and therefore couldn't support the Melee...however I had (up to this point) been sharing shock between the two teams because they were within 4" LoS of each other. Correct me if you think I did this wrong, I had to make a judgement call on the spot and now, in the cold light of day, I'm second-guessing my decision.
(G-5,5,5,1,2) Just when he Germans could do with some good command dice they roll three fives and gain 3 CoC points. They order the remaining Panzershreck team to fire on the Sherman again, and once again the rocket skids off the frontal armour. The MG42 in the Hayloft tries to fire down on the newly victorious Americans below but only deals 1 point of shock, despite having open sights...clearly, he's rattled by the loss of his whole unit!
(A-6,5,2,1,1) Another CoC point banked for use later. Squad two in the small woods opens up on the Hayloft and deals out more shock, breaking the MG team. This results in -2 to the german morale and the MG team flees almost to the edge of the table. The Third Squad (well the BAR team that remains) over by the Large Woods lays down covering fire on the Farmhouse. Then the Mortar Team drops a bomb on the fleeing german MG team killing the men outright. The Germans lose 2 more morale and drop down to just 3 meaning their command dice reduce to three.
(G-4,4,1) The Germans are not out of the fight yet and order the final Panzershreck team to fire their last rocket at the Sherman...flame belches out of the turret as the tank earns its nickname, The Ronson. The poor crew didn't stand a chance and the Americans now loose 2 Morale.
The Unterfeldwebel orders the newly arrived MG42 from Squad 2 to move to a side window where it has an overlooking position of the Americans that just won the melee in the yard. They deal 2 shock and one kill but the American Corporal survives unscathed.
(G-2,1,1) The MG in the farm continues to fire down on the plucky Corporals squad in the road, killing another man and dealing another point of shock. This squad is now pinned but still some way from breaking. Meanwhile, the Rifle team from the farmhouse target the Americans currently crossing the cornfield. But their fire is being suppressed by covering fire again and they manage no hits on the Americans.
(A-6,6,5,3,2) The Americans retain the phase and gain another CoC point. Squad 2 moves towards the Farmhouse employing the Marching Fire rule to inflict another kill on the Squad inside. The move takes them the wall of the cornfield and they prepare to attack the next phase. Meanwhile, the BAR team by the large woods decide to stop covering fire but target the troops inside the Farm, killing another German.
(A-6,5,3,2,1) Another CoC point, but in all likelihood, this means nothing now. The Mortar team tries to inflict more damage on the farmhouse but this is ineffectual. The BAR Team by the Large woods fires again, and again, kills another German, vital for what is about to come... Squad Two cross the wall and are now within 4" of the door to the farm and they rush into close combat. Even defending favourable ground the Germans are outmatched. They lose 8 men to the Americans three. The German rifle team is wiped out and their Unterfeldwebel is killed, the combined results on the Bad things Happen table is another -3 morale reducing them to Zero. The game is over.
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