The battle for the Lorraine region rages as we embark on turn 2!
In the past introduction and coverage of round 1 we have covered the historic setting of the campaign, and the rough allied first round. For the next round we decided to split up Turn 2 into two halves so that we could have more flexibility in how we set up our battles. Lets cover the battle arrows for Turn 2, Part A!
In Battle #1 the Germans kept their streak alive pushing the allies back across the river.
Yours truly fought in Battle #2, a Cauldron mission, and used up a lot of luck lol. In one round, needing 5’s a unit of 3 88’s hit my shermans 5 times. However due to an amazing set of rolls only 1 tank ended up being bailed out.
Rosie the Rocketeer showed up, blew up a German rocket truck then never came back lol. Unfortunately my opponent was not so lucky and lost almost an entire platoon trying to assault 3 shermans.
By the end of turn 3 we called it as I was in control of one objective and threatening the other. This meant the allies captured the German tank unit as well as Luxembourg giving us a chance in the campaign.
Battle #3 was another rough 7-1 loss by the allies running into the teeth of 6 tiger tanks! Add in the challenge of a long-wise mission deployment, only getting towed AT support and the challenge seems overwhelming.
All that being said my teammate almost pulled it off had he rolled slightly better in his assult.
I also fought Battle #4 which proved to be a grueling affair. We started late at close to 8 PM massive misplayed some rules, foe once NOT in my favor lol! It was a Free-For-All mission meaning we started with everything on the board
We both played rather cagily and got some ups and downs. At 12:30 AM we amicably decided to call it a draw lol. I was on the back foot but there was a small path to victory.
Current Score:
Allies: 200
Axis: 280
Issues and Thoughts
So far the approach we took worked for how we divvyed up the battles. However we decided to just revert to the Firestorm: Caen approach where each player would place a battle arrow with their opponents whenever they scheduled their games. We found the other approach made planning a little inflexible if people had to bow out etc.
Tune in next time to see how Turn 2B went!
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