It's currently the German Combat Phase of Turn 3.
See the main thread in The Game Den, of.....Panzer Leader: The Battle for Hill DO6 Panzer Leader: The Battle for Hill DO6"]See the main thread in The Game Den, of.....Panzer Leader: The Battle for Hill DO6
This is what our map now currently looks like going into the American Movement Phase.....
The units in danger of targeting are the Sherman in Hex L9; the .50 Cal in Hex O6; and the Sherman in HexS2. What can fire are the Panzer IV in Hex L7; the Panzer III in Hex I5; and the 88 in Hex I6 (the Panzer IV in Hex L6 is temporarily out of action from a good Allied hit on their previous Combat Phase).
What the Germans need to contend with is basically:
- Anything shooting at the .50 Cal does so at Half AS, so they either need to gang up on it in a firegroup to increase their odds, or hope for a lucky hit, or leave it alone and concentrate on something more deadly, as it apparantly isn't going nowhere soon.
- The 88 shoots at Double AS at either of the Shermans it can targetm, sot that's an advantage; but keep in mind the odds, so a fireteam effort will increase a Sherman's death knell.
- The Panzer III can target the Sherman up north, or the .50 Cal on the hill; it has better odds against the against the .50 Cal (2-1), but if employed in a foreteam, can improve it's effectiveness.
- The Panzer IV in Hex L7 can fire at Double AS at the Sherman in Hex L9, but would it be better served in a fireteam on something else?
- If any of those units want to move, they need to hold fire.
Those are some highlights. Lot's to think about.
This is what the immediate battlefield looks like with all the main pieces in play......
Let's see if we can get moe than one vote on this one![]()
Are you asking your mates to come and play?





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