Activate B,L,K
Move L North East one.
Move B SE onto the hill.
Activate K
Activate B,L,K
Move L North East one.
Move B SE onto the hill.
Activate K
Two losses and a retreat.
I believe I can overrun?
Retreat SE
@RossM asked for a die roll:
Overrun attack
3d6: 5 + 5 + 2 = 12
A big old miss.
So. Can K now see 13?
Yes i believe so.
@RogerBW asked for a die roll:
Yes, if your line of sight goes along hexsides, you can ignore obstacles either on the left or on the right - but if you have obstacles on both sides, even if they’re in different places, it’s blocked.
We should now have battle dice:
{battle 3} only in square brackets
battle 3: 2 × Armor, Star
@RossM asked for a die roll:
Ok K fires 13
battle 3: 2 × Grenade, Infantry
13 wiped out. End of turn.
@Griffster77 asked for a die roll:
Play attack right flack (3 units)
Activating 1, 4 and 8. Only 1 is moving - East one space, then NE two spaces (so he’s SW of the bend in the river)
1 will fire at J - battle 3: Star, Flag, Armor
8 will fire at I - battle 2: Infantry, Grenade
(4 will wait to see what happens)
@Griffster77 asked for a die roll:
4 will fire at I - battle 1: Grenade
I wiped out, J reduced to 1 tank
Score Axis 2 – Allies 1 at the end of the Axis turn.
Working things out as I’m still learning the game:
Score Axis 2 – Allies 2 at the end of the Allied turn. (Unless 8 wants to move into the woods to Take Ground.)
Good point - might need to check the rules for armour firing in woods before I do that!
(edited following quick check of the rules) OK, Armour would fire a -2 but armour would be a -1. Soooooo, yes go on then, I will move 8 NE into the woods.
Probe right flank!
K and B move due south onto hills.