Well here we are again, as the last turns play out. Theres a sense of urgency to get the assaults done, perhaps a level of desperation that spurs the men on to attempt whats necessary, even if the consequences and the costs are high.
To start the turn off, I decide to pound Bunker 2 again with my M1 tank. I’m still using HE rounds, and they’re still as ineffective as ever.
Squad 1 makes a play and scrambles to the front of Bunker 2.
Using ground cover they spray fire into the bunker.
The beleaguered Squad 2 finally moves up and gets into the fight! They unleash a burst of fire into the Bunker. The fire is ineffective and is just heard ricocheting off the walls.
The plucky men of Platoon 2 HQ assault Bunker 2! They dish out the punishment and kill 3 defenders, but take a casualty and become pinned in the process.
Looking into Bunker 2, to see the after effects of the failed assault, we see only four men holding out. Although three of them remain stalwart and defiant, with a morale still at level A. What does it take to shake these guys?
Time is marching on. The last turn is here. The tension is palpable.
Fixed in my tactical rut, playing out like trench warfare, my M1 fires its HE shells into Bunker 2 again. Everytime the tank crew readied the shells, I was certain “this time” would result in a kill, in a demoralisation that would ease my final assault. Like a gambler laying another bet, I pull the slot machine arm once more. And the M1 was ineffective once again. *sigh*
I can’t believe an M1 could make so little difference to the outcome of the battle. Just how tough are these bunkers? Surely the concussion would kill the occupants even if the shells didn’t penetrate the walls? I’ve obviously misjudged the tanks effectiveness here.
The brave lads in Squad 1 make their move, and assault Bunker 2! They take heavy losses, two dead to the enemy’s one. The assault has failed, and they’re now pinned in position. The only saving grace is that this is the last turn, so they won’t have to face an onslaught of returning machine gun fire next turn. Well done lads. You did your best.
The last play of the game sees Squad 2 move into Bunker 1 to join the Platoon 2 HQ team. They desperately throw some fire into Bunker 2, and its ineffective. The enemy spits back some return fire in defiance.
With turn 10 over, the Victory Dialogue is displayed. Ultimately we manage a DRAW!
Looking at the numbers, it seems both sides took similar losses, which has to mean we did ok, since the defenders where so heavily entrenched.
I’m happy with a draw. In fact I was happy just to breach Bunker 1. Its taken me 5 stabs at the scenario, just to get this far. So I’ll be happy that my men squared up to quite a considerable task and they come out with their heads held high this time.
The final image presented to me, once I close the Victory dialogue was one of a destroyed tank. Sort of symbolises just how effective the M1 was for me. Perhaps I took my pre-conceptions of what the tank would do for me into the scenario and didn’t utilise its weapons and loadout to maximum effect?
I think I underused my teams ability to lay smoke down to cover their approach, and even cover their assaults.
I hope you’ve enjoyed the move by move, play by play report. Its been an interesting journey with what is considered a “tutorial scenario”, to see just how tough it is to pull off a win.
Well that wraps up the first battle, and its been tough, but I’ve learnt some important lessons. Now if you want to see how to actually beat those bunker dwellers properly, take a look at Rabbit’s AAR over at The Blitzkrieg Wargaming Club for the same scenario.