In this installment we finish up turns 2 and three ahead of our final group game!
Previously we were halfway through turn 2 with the allies on the back foot still.
Current Score:
Allies: 200
Axis: 280
Turn 2: Remaining Games
As mentioned in my previous post we abandoned the simultaneous attacks approach in the second half of the campaign in order to make things easier and to make the campaign more dynamic. This sadly robs us of the neat charts to track all the moves so here is the map before the next half of turn 2 commences.
For the remainder of turn 2 the allies actually had some luck. The French tank and 155 artillery made three attacks into D2, failing the first two times but managing to get a solid victory in the final attempt.
This was largely due to the German player getting one of their tiger tanks bogging down while trying to escape from an allied assault. This loss forced the German player to roll a company morale test which he promptly failed. Easily one of the funniest ways to lose a game that I have see.
Turn two was the best turn for the allies yet managing to at least half of their games for the first time! The allies have now recovered their terrain to their starting positions but the Germans will now have the initiative.
Turn 3:
In classic random fashion the germans only managed to get 2 attacks out of a possible 5 even with a +1 to their roll and winning ties. However this is where the allied luck would turn south. The first germ attack was from Metz to A4 pushing through the defending troops and planes to threaten Luxembourg.
Surprisingly that would be the only territory to change hands as the other attacks were stymied. The other German attack came across the Meuse into B3 but we ended up rolling Strategic Withdrawal. This ended up being a huge mistake as it was almost impossible for the Germans to make any headway (especially with my opponent’s infantry saves). This was further exacerbated by my choice of booby trapping the bridge forcing the Germans to wade through countless motivation tests before they could proceed.
Sensing an opportunity the allies threw themselves at the German0held town of Nancy knowing if they captured it they would tie the campaign.

The Canadians were up first, launching a night attack across the river.
While the initial push went decently disaster struck when 2/3 veteran Sherman Crabs blew themselves up in the minefield and the Germans got some clutch rolls for reserves ending in a 5-2 loss for the allies. THe Americans tried their luck as well.
As before the German lines held off the attack, with their commander actually making a Company command check for once to keep his units on the board! With this game the campaign was technically complete with the finals score:
Allies: 180
Axis: 300
This was actually a lot closer then it looks, even with the allies going a paltry 6-10, we were still one 5+ or 2 3+’s from getting a straw or even sneaking out a win. We decided the allies could get one last attack as a chance to tie the campaign for our final group game to close out the campaign: The Battle of Metz.
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