A good night once again and whilst a technical draw as the game ended on Turn 6 I was never in the game and played a delaying action. When that's not the mission objective it's less satisfying
I was out of the game after the first turn when both my 233 and PzIII failed to take out the American artillery. That left the PzIII exposed but claiming soft and squishy cover from the Heer squad. It wasn't enough and the tank went pop at the start of turn 2. The Heer got pinned (literally to death as it turns out) and not even the HQ could get them moving again.
On the other flank I had managed to set up some nice enfilading fire making Sam very cautious in his approach bar one very ballsy flame thrower team who sacrificed themselves to torch out the sniper team, survived a close encounter with a MMG only to be popped by a super accurate mortar round.
Spending most of the rest of the game head down while being pounded by MG fire, planes, and small arms fire the Veteran SS were slowly but surely whittled away.
Sam, I think if you'd been more aggressive with the Sherman you could have just driven that bad boy straight onto the objective for the technical win. I had nothing to touch it bar veteran infantry with small arms, and IIRC that's a long shot. Fear test to Assault, no chance of getting more than 3 on the damage table. In fact I don't think they can even pen if it's a 9+ medium tank because 6 +2 for top/rear ... 8 max. Time to add AT grenades to the list.
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