The infantry and the 4 BCC continue pushing to Worm, but resistance is heavy, and you don't make much headway. A few tanks and some infantry are able to move out as ordered, only to run into more Germans! They seem to be positioned along the road to interdict just such a move as the one you are attempted. Casualties are only light, though, and it looks as if the tank support will help you gain local fire superiority.
I'm going to move the reports up one level of abstraction, since the orders you sent (which were completely in keeping with the info I gave you) were really more detailed than I should let this get. It's not bad to do it that way, but I can't handle that detail for the whole game, and for those particular instructions I should give you even more info, etc. So let's work with general intent and direction with some conditionals, and I'll let your co. commanders etc. make the actual decisions. Hope this is agreeable...
Overall it feels like the move is slow but should succeed.
You begin the cautious move as ordered. Germans are contacted in 18.15. You move to envelop them to develop fire superiority, but are met with fierce small-arms fire, mortar fire, and then 105mm artillery! The assault is brought to a halt with casualties. As your co. commander tries to reorganize, the Germans withdraw amid the fall of shells. How frustrating!!!
Your weakest (3rd) co. moves north to cover the flank with the MG sections left there. They report that the line is very thin and will not hold against a good German push there.
Your remaining mortar is getting overheated with use. Why didn't they authorize more support weapons!?!?! You curse the military establishment that put you in your current position.
The infantry and the 4 BCC continue pushing to Worm, but resistance is heavy, and you don't make much headway. A few tanks and some infantry are able to move out as ordered, only to run into more Germans! They seem to be positioned along the road to interdict just such a move as the one you are attempted. Casualties are only light, though, and it looks as if the tank support will help you gain local fire superiority.
I'm going to move the reports up one level of abstraction, since the orders you sent (which were completely in keeping with the info I gave you) were really more detailed than I should let this get. It's not bad to do it that way, but I can't handle that detail for the whole game, and for those particular instructions I should give you even more info, etc. So let's work with general intent and direction with some conditionals, and I'll let your co. commanders etc. make the actual decisions. Hope this is agreeable. If there are particularly troublesome hexes/decisions, I'll send you the info for your decision.
Overall it feels like the move is slow but should succeed.
Your units move into position as ordered. To the north, not that far away, you hear the sounds of fierce fighting, mortar and artillery fire. Hope that isn't 3/205 getting chewed up!
You don't hear any new updates from your commanders, as they seem to be fairly busy right now. Your spotter goes to 30.15 just in time to notice absolutely nothing. The plain is clear.
Nothing much to report. The artillery bombardment ceases, all of your units are in the area of Stonne, and your Hasty Opsheet implements, so you are no longer without orders. Not bad!
No air attacks on you this turn.
Nothing much to report. The 6th co. continues its march.
No contact with enemy forces reported. The bombardment of Stonne has stopped.
It sure seems quite around here. Wonder if those French are going to try something...
Hex 8.15 came under heavy attack, but by calling in all mortar and some artillery support, you were able to stop the French cold (though there were some casualties to short shells). Still, the platoon was flanked on 3 sides, and decided to withdraw before the French had a chance to reorganize. It pulled back one hex. The troops were glad that the Arty FO happened to be in their hex!
10th co. tries to contact 9th co, but it's really too far and there seems to be sizeable French force between them. The line isn't breached, it's simply stretched thin. 11th co. is being attacked along the tertiary road by a combined infantry/armor force. The tanks are too tough to fight, and though the infantry has stopped them so far, the tanks are beginning to develop fire superiority. You won't be able to hold for many more turns if the assault keeps up as is. For now 11th co. is holding.
Instructions?
How does it feel to be in the middle of the action?
Lee
BTW You air liason officer explains that the plane can't see ANYTHING through the trees, so it is pointless to tell them to bomb vegetation. Shoot him if you like, but there is nothing he can do.
No report
You continue to engage the French, suffering no casualties but not really doing any damage that you could tell either. Unfortunately, your 3 turn grace period has ended and you were unable to implement the hasty defense opsheet, so you have to choose a hex at least 10 hexes away (back to the north) and declare failure. You can start on new opsheets immediately. I recommend radioing the OC to get his input. Not like he helped you out much or anything!
Ah, command is a lonely thing :-)
You are able to use 48.05 as your central hex and begin work on a new opsheet. There, wasn't that simple? :-)
No contact reported.