Mark and Stephen took my British at 1750 points, with effectively the same lists as before, but with two turns of preprogrammed artillery and a turn of smoke to assault my 1100 points of Germans who were in dugouts and gunpits.
I chose to defend the four
hills near my baseline. I has three HMGs, three mortars, two command
teams and six infantry platoons, with two PAK36s teams.

PAK36s and mortars on the back hill, two infantry and an HMG on the front.

Infantry and Mortars in the left hill as a flank guard

British stalled, turn 1 they failed to reach the table, so it took them at least four turns to advance. Artillery had landed on the right-hand hill, and rear hill, but had failed to kill anything, even with two 8 gun batteries of 25lbers . My ambush was sprung out the thicket. British infantry advancing developed an unfortunate habit of getting hit by mortars and HMGs.

The British in turn 6 cleared the central hill with armour, but needed to get at least three infantry stands and a commander up on the hill. My infantry was forced away surpressed, and the HMG from the central hill was killed. A blunder of 3 - all stands retreat 1/2 move with both commands during turn 6 & 7 of the game, so my mortars had all left table, did not help.

PAK36s had taken had out two A13s. Two platoons had made it back towards the hill, but trying to stop that many tanks... Unlikely, especially as three Crusaders were about to join them!

The British infantry, desperately trying to get to the objective, failed to advance far enough, but my infantry was surpressed, so could not hold the hill.

So, a 0-0 loss to both sides. I failed to hold the hill, or break the British.
They had failed to reach the objective, or break me.
Overall, another great game. Went down to the wire. You do need to plan your forces carefully for the scenario though.
Lessons learned
Artillery timing needs to be carefully phased. The British had discussed which turns to bring on pre-registered attacks. They chose 2 & 3, whereas 4 and 6 would have suited them better, knowing Mark's command rolls.
With poorer command (CV8 for the British), they really needed extra transport to get infantry bases up to the obejective safely. Trucks would have got the infantry there twice as quickly, but would have been an obvious target for mortars.
Advancing in the open is a no-no,especially when attacking. The smoke helped on the turn it arrived, but going straight down the throat was lethal.
If you get it wrong as the defender, you don't to do much (turn 1-4 I was basically waiting for the British to get into range).
2lber Portees are basically useless with no AP scores (although Mark did note that if I had been sneaky and bought a panzer platoon it would have been useful).
A13s really need to get to point blank to get their extra MG shots.
PAK36s are very short range, having them on the back line was an error, but later guns would work well there.

PAK36s and mortars on the back hill, two infantry and an HMG on the front.

Infantry and Mortars in the left hill as a flank guard

British stalled, turn 1 they failed to reach the table, so it took them at least four turns to advance. Artillery had landed on the right-hand hill, and rear hill, but had failed to kill anything, even with two 8 gun batteries of 25lbers . My ambush was sprung out the thicket. British infantry advancing developed an unfortunate habit of getting hit by mortars and HMGs.

The British in turn 6 cleared the central hill with armour, but needed to get at least three infantry stands and a commander up on the hill. My infantry was forced away surpressed, and the HMG from the central hill was killed. A blunder of 3 - all stands retreat 1/2 move with both commands during turn 6 & 7 of the game, so my mortars had all left table, did not help.

PAK36s had taken had out two A13s. Two platoons had made it back towards the hill, but trying to stop that many tanks... Unlikely, especially as three Crusaders were about to join them!

The British infantry, desperately trying to get to the objective, failed to advance far enough, but my infantry was surpressed, so could not hold the hill.

So, a 0-0 loss to both sides. I failed to hold the hill, or break the British.
They had failed to reach the objective, or break me.
Overall, another great game. Went down to the wire. You do need to plan your forces carefully for the scenario though.
Lessons learned
Artillery timing needs to be carefully phased. The British had discussed which turns to bring on pre-registered attacks. They chose 2 & 3, whereas 4 and 6 would have suited them better, knowing Mark's command rolls.
With poorer command (CV8 for the British), they really needed extra transport to get infantry bases up to the obejective safely. Trucks would have got the infantry there twice as quickly, but would have been an obvious target for mortars.
Advancing in the open is a no-no,especially when attacking. The smoke helped on the turn it arrived, but going straight down the throat was lethal.
If you get it wrong as the defender, you don't to do much (turn 1-4 I was basically waiting for the British to get into range).
2lber Portees are basically useless with no AP scores (although Mark did note that if I had been sneaky and bought a panzer platoon it would have been useful).
A13s really need to get to point blank to get their extra MG shots.
PAK36s are very short range, having them on the back line was an error, but later guns would work well there.
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