As agreed above, lest start the second turn.
Americans get the initiative, and are able to activate automatically
one squad. For tactical purpose, you shall try to smash units from your
enemy before to move, in order to lessen their Fire Power.
Thus, the Mac Namara’s squad is first
activated. Mortars will take place for heavy guns which are not
available, in order to smash Germans. They need someone to lead their
fire. Why ? Because mortars have a specific way of firing. They can
either fire directly, having a Lign of Sight, or fire indirectly, as
heavy guns, when someone is able to lead their fire (mortars are able
to fire over whatever is blocking their Line of Sight). Also for the
reasons of indirect fire, the terrain effect on the fire is the same as
when heavy guns fire ( –1 to terrain protection). For mortars, squad’s
PC or company’s PC are able to lead the fire, and they shall be
adjacent to the mortars.
Thus Mac Namara’s PC is not able to lead the
fire, and only the company’s PC is able to do it. What are his Lignes
of Sight ?

Thus Mac Namara’s PC is not able to lead the
fire, and only the company’s PC is able to do it. What are his Lignes
of Sight ?
Only green arrows are valid Lign of Sight.
Now, which hex makes the most interesting target ?American aims at
assaulting German units in the forest (hex 0802 and 0803) and to move
closer to German units in the North. He chose hex 0503. Furthermore,
they are two units in this hex (one is probably a PC), so he
is more likely to have interesting result.
For the Fire Power, the 2 mortars form a
Fire group and add their PF (one powerful shoot is more interesting
than two small), witch gives 4+4=8.
Since the German units are hidden, the Power Fire is divided by 2.
For each unit, 2 dices give the result of the fire. Upper unit : 6+1=7
gives S in the table. Lower unit 2+3=5 gives N. This is a very good
dices’ roll, since the fire had one chance over two to have no effect.
First of all, German units are no longer
hidden. Thus, we may know that the upper unit is a Fusilier, and the
lower the squad’s PC. What are the results of the fire ?
Fusilier’s moral is 7. Two dices shall give strictly lower than moral
(with a S1 result, 1 would have been add to the dices’ roll). 5+3=3
give a NOK. The unit is Stopped.
PC’s moral is 8. 2+6=8 is NOK. The PC is Neutra.

What are the effects of such a fire on
German troops ?
Fusiliers are Stopped and are no longer allowed to move this turn.
Their Fire Power is divided by two. She will recover at the end of the
turn, except for a PC action or for losing one step (in both case, they
are no longer Stopped). Remind yourself that they are digging out a
retrenchment since last turn, and in no case the rules forbid this
action to Stopped or Neutra units.
PC is neutral. This is much more serious, since Neutra units are no
longer allowed to move or fight. Furthermore, a Neutra PC is more
difficult to activate. This German squad shall be activated only with a
6 or minus.
On the mortars’ side, each mortar receives a
Tir=Test mark up.
Now, we shall deal with the interactive part of game. Mortars have just
fired, so any German unit having a Fire Line towards them is able to
make an opportunity fire on them. In this matter, the mortars’ location
is really strategic, this no German unit has a Fire Line available
towards them.
So, it is now possible to fire again on the
same units, but now at full power. We first shall make Fire Test to
know whether mortars are allowed or not to fire again. There is one
test for each unit. The Fire Test’s value for the mortars is 7 (figure
in a red circle, on the bottom left).
First mortar : 6+3=9 is NOK. The mortar is no longer allowed to fire
(Plus de Tir cournter).
Second mortar : 3+4=7 is OK. He fires again on hex 0503, with PF = 4 :
- Fusilier : 3+1=4 gives N. The Fusilier
tests his moral : 1+6=7 NOK, he is Neutra
- PC : 2+7=7 gives S, which has no effect
(the PC is already Neutra)
As long as the Mac Namara’s squad is being
activated, it is possible for mortars to fire. Thus, the second mortar
tries a new Fire Test : 3+2 = 5 is OK. He is able to fire again. No
German opportunity shoot is possible, since no German unit has a fire
line available towards the mortar.
- Fusilier : 4+6=10 gives nothing
- PC : 3+3=6 gives S1, which has no effect
The mortar try again a Fire Test : 4+4=8 is
NOK. The mortar is no longer allowed to fire.
The activation of Mac Namara’s squad allows
running out the machine-guns. They receive Mvt Tir/2 marks up, and do
nothing more during this activation.

his is the end of the activation for the Mac
Namara’s squad.
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