@Griffster77 asked for a die roll:
Their Finest Hour
6d6: 2 + 4 + 6 + 6 + 5 + 1 = 24
So two infantry and one whatever, correct?
I feel that could have been worse.
Looks valid to me.
(Battle dice coming after tomorrow morning’s restart. )
Shuffling discards into command deck.
You guys are not hanging around!
@Griffster77 asked for a die roll:
13 ne 1 square
9 nw 1 square
8 nw 1 square
13 attacks L 3d6: 4 + 2 + 6 = 12
8 attacks I (i think? Kinda hard to see) 2d6: 1 + 5 = 6
So two hits against L, one hit against I.
I can see the dice rolls perfectly. What can you see?
Isn’t it a retreat as well for L?
Oh, interesting! It was showing me the raw roll requests. OK, ignore my rolls obviously.
Two hits and a retreat against L (it has to go NE into the woods); one hit against I.
Any further fire? If not it’s over to @RossM.
Ne into the hills you mean.
Yep, Ill do armour overrun (same space as L retreated from) and will attack L again
[Roll 2d6]
(looks as if we’ve having high load problems)
@RogerBW asked for a die roll:
…but it is case-sensitive. 2d6: 2 + 6 = 8
Does the tank need to follow me on an armour overrun?
On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then battle again. If the ground you take during the Overrun puts you adjacent to an enemy unit, this second battle must once again be a Close Assault Combat. Otherwise, you may fire at a distant unit.
◆ A unit may Take Ground again after a successful Overrun Combat. ◆ However, an Armor unit may only make one Overrun Combat during
a turn.
◆ All Battles, Close Assault and Overrun Combats must be completed before the next unit may battle.
Yes, that seems right. So the tank unit moves up one hex before firing, and another hex before the second retreat.
So I think we’re here:
Ok. (No idea!)
Attack Right flank.