| Tactics
in White Eagles
Scenario 23: Polish Armor
Part 5: 1300–1530
By Doug McNair
May 2008
The full brunt of the German onslaught hits
the eastern towns in today’s episode
of my White Eagles Scenario 23 replay. As
last episode ended, the Poles had fallen
back to the two northeastern towns just ahead
of the advancing Germans, who cut the road
linking those two towns and got forces into
the northernmost town.
But the Germans who rushed the southern
of the two towns took losses and disruption
from opportunity fire. Polish reserves have
an unobstructed route north to the action
since the PzII tank platoon that was tying
up Polish units to the southeast had to retreat
from Polish tank and AT-gun fire. That plus
the Polish reconquest of most town hexes
to the southeast has put the Poles ahead
on victory points, and they need to do as
much damage as possible on defense in the
impending town assaults if they’re
going to keep their lead and win the game.
The battle continues.
Turn 17: 1300 Hours
German initiative is still 1 to Poland’s
zero, and Germany wins initiative by one
activation. A captain and a fresh German
INF platoon pile into the assault hex at
the north end of the eastern town, while
the reduced INF units in the assault hex
and the adjacent hex try to recover morale.
Both reduced units recover morale, and the
Germans that entered the hex opt not to assault
because they’d be doing so at a big
disadvantage.
The Poles respond by moving reserve INF
and HMG units north on the road toward the
town the Germans just entered, and then the
Germans initiate a combined tank and infantry
assault against a Polish INF unit in the
northeastern town. The assault gets bonuses
for having a leader present and for combined
tanks and infantry, so it goes off on the
13 column vs. the 5 column. Both sides roll
a 6! The Poles take a step loss and become
disrupted (1 German VP), while the Germans
suffer an M2 result which disrupts the attacking
INF unit but has no effect on the captain
or the two PzI tank units!

The other Polish units in the town would
like to counterassault and try to use their
AT rifles against the thin-skinned PzI units,
but the Germans are way too strong for that
(they would defend on the 24 column). So
instead, Polish tanks and infantry try to
finish off the disrupted MTC unit blocking
the road near the south edge. All they manage
to get is an M1 result, which the MTC passes,
and then German trucks and infantry move
eastward along the north edge. The Polish
tank unit between the fields moves south
to a firing position on the PzII unit that
retreated from the southeastern town, and
the PzII gets away from the Polish tanks
by moving north through the fields to a position
where it can join the assault on the eastern
town next turn. The turn then ends abruptly
on a Fog of War roll!

Turn 18: 1315 Hours
The Germans win initiative again by one
activation, and German offboard artillery
hits the lead unit and leader of the northbound
Polish reserves before they can move to relieve
the assault on the eastern town. The artillery
finally has its act together and rolls an
11, scoring an X result that kills a Polish
INF step and disrupts the other step (1 German
VP). The Poles respond by having their mortars
fire at the reduced German INF just outside
the eastern town (which could be summoned
into the assault hex by the leader there),
and the fire disrupts the INF.
The PzII tank platoon then jumps into the
assault hex there, and the extra firepower
plus the tank/infantry bonus lets the Germans
attack on the 13 column while the Poles defend
on the same column. The Germans do superbly,
rolling a 6 to the Poles’ 4. A Polish
INF unit takes a step loss (1 German VP),
and both Polish INF units in the hex become
disrupted (the Pulkownik leading them is
unfazed). But the M2 result the Poles score
on defense disrupts the German captain and
demoralizes a reduced INF unit there. The
Polish tank unit south of the town then charges
into the town so it can fire into the assault
hex point-blank next turn and (hopefully)
destroy the PzII there.

The Germans continue the assault in the
northeastern town, and the extra column shift
bonus they get for assaulting a unit with
lower morale (now that it’s reduced)
puts them on the 18 column, which lets them
wipe out the Polish INF (1 German VP for
killing the reduced INF and +5 German VPs
and -3 Polish VPs for taking control of the
town hex).
Polish off board artillery responds by hitting
the assaulting Germans now that there are
no more Polish units in that hex, but the
Germans pass the morale check. German units
move east along the north edge and mortars
unload in the northern woods.

The full-strength disrupted Polish INF unit
in the assault hex in the eastern town recovers
morale, but the reduced-strength unit does
not. German HMG fire once again fails to
hurt the Polish AT guns in the swamps, and
the disrupted INF unit with the HMGs once
again fails to recover morale. A Kapitan
and a Polish HMG unit move northward on the
road while a reduced, disrupted INF unit
there recovers morale. German offboard artillery
against the Poles in the northeastern town
is ineffective, and the Poles pull out of
the assault hex west of the fields. But the
German free shot at the withdrawing Poles
rolls a 6, disrupting their Kapitan and demoralizing
one of the withdrawing INF units. A disrupted
German captain and INF unit just to the north
of the withdrawing Poles both fail to recover
morale, and point-blank fire from the Poles
in the northeastern town is ineffective.
The turn then ends on a Fog of War roll.

Turn 19: 1330 Hours
The Poles roll well and win initiative by
one activation, and the tanks in the eastern
town roll a modified 9 and bounce shells
off the PzII tanks in the adjacent assault
hex. The mortars in the same hex with the
firing tanks withdraw southward to make room
in the town for the northbound Polish HMG
unit. German offboard artillery hits that
HMG unit and rolls a 12, scoring a 2X result
that wipes out the HMG platoon completely
and disrupts its Kapitan (2 German VPs)!
That’s a huge blow to the Poles, who
just lost their strongest reserve unit and
one that would have made the eastern city
extremely tough to take.
The Poles in the northeastern town fire
point-blank again on the neighboring Germans
and roll well this time, demoralizing the
disrupted INF unit there. The PzI tanks in
that hex respond with point-blank fire against
the Porucznik and HMG there, and they roll
even better, disrupting both the Porucznik
and the HMG, and the demoralized German INF
unit recovers morale! Polish offboard artillery
is ineffective, and German forces from the
north enter the northeastern town with more
reaching the town’s edge.

One Polish INF unit that withdrew from the
assault west of the field moves adjacent
to the assault hex in the eastern town while
its Kapitan recovers, but the demoralized
INF unit there does not recover and flees
southward. Opportunity fire against the moving
Polish units is ineffective, and three German
HMG platoons round the bend by the northern
forest while two German mortar units unlimber
in the forest and German trucks head west
to pick up more infantry. The Polish tanks
and infantry FINALLY roll well against the
MTC unit they’ve been assaulting on
the road for an hour, scoring a 1 result
to kill an MTC step and demoralize the other
(1 Polish VP).
A PzI tank unit advances into the northeastern
town to make ready for a combined tank-and-infantry
assault there, and a Polish INF unit heads
north from the southeastern town to join
a Kapitan on the road (displacing the perpetually-disrupted
German sergeant in the process). German HMG
fire FINALLY destroys the Polish AT gun at
the north end of the swamps along with its
wagon (1 German VP), and the long-disrupted
INF unit with the HMGs even recovers morale.
The Polish HMG unit in the eastern town
then dives into the assault hex along with
its Porucznik for a high-risk assault against
the Germans there (the only reason they’re
doing it is the incoming Porucznik gives
a +2 morale bonus). The Pulkownik pulls out
of the assault hex (he’s the CO so
he’s not one to risk in an assault
anyway) along with the disrupted, reduced
Polish INF. The Polish infantry entering
the assault hex rolls a 3 and is not able
to use its AT rifles, and the Germans get
column shifts for having a leader and having
tanks and infantry, but the Poles roll much
better than the Germans and both sides score
an M2 result. The German captain rolls a
12 and becomes demoralized, so he can’t
give a morale bonus to any units in the hex
with him, but amazingly his units do very
well and only the full-strength German INF
unit becomes disrupted. That means the Germans
get to keep their tank-and-infantry assault
bonus. All the Poles pass the morale check,
so the assault is a marginal success for
them.

The disrupted German Captain and INF unit
near the eastern town move one hex southeast
into the field so that the leader can spot
for offboard artillery fire against the Polish
INF there, and the last Polish AT battery
misses the disrupted PzJrI unit near the
south board edge.
A PzIIIF unit moves south toward the town
hex where the Polish tanks are, and the Poles
in the last assault hex in the northern woods
pull out, moving in the direction of the
just-unlimbered German mortars. The German
free shot as they go scores an M result,
but the Poles pass the morale check. German
offboard artillery is ineffective, and German
optics break down, with friendly fire hitting
two adjacent hexes. It demoralizes the Captain
that moved into the field to spot for artillery,
but the Germans in the neighboring town assault
hex are unhurt.
The long-demoralized Polish INF unit in
the western fields fails to recover morale
and flees south, and then the remaining Germans
in the northern woods activate. One INF unit
assaults the Poles that just left the assault
hex there while the rest of the INF units
try to recover morale and a PzIIIF platoon
moves south now that the Polish AT guns at
the north end of the swamp are gone. The
disrupted INF units recover but the demoralized
one doesn’t and flees west. The assaulting
INF unit becomes disrupted but once again
pins down the Poles.

A disrupted Polish INF unit near the south
board edge recovers morale, and then the
Germans in the eastern town assault hex attempt
to recover, with the demoralized captain
and the disrupted full-strength INF unit
succeeding but the demoralized reduced INF
unit failing and exiting the hex. The turn
then ends on redeployments and recoveries,
with the demoralized German MTC unit in the
assault hex on the road proving itself godlike
by rolling a 2 and recovering all the way
to good order in one phase (thus tying-down
the Polish tanks and infantry there for at
least another turn).

Turn 20: 1345 Hours
The Poles win initiative by one activation
again, and the fresh INF unit in the field
by the eastern town piles into the assault
hex there before German offboard artillery
can hit it. The Kapitan who activated the
INF moves two hexes south through the fields
so he can start rallying demoralized units
on later turns. One Polish INF unit rolls
a 5 and can use its AT rifles against the
German tanks there, and the Polish assault
goes off on the 13 column vs. the 18 column
for the Germans. Both sides roll a 6! A German
INF unit in the hex takes a step loss (1
Polish VP), but it and all other German units
and leaders in the hex pass the M2 morale
check. The Poles lose two steps and sacrifice
an entire INF unit (2 German VPs), and the
other Polish INF unit becomes disrupted.
The Polish AT rifles miss, so the Poles come
out very badly in that assault.
The Germans in the northeastern town then
activate and assault the Polish INF unit
there while more infantry enters the town,
a disrupted INF unit tries to recover and
a PzI tank unit fires point-blank at the
disrupted Polish HMG unit there. The point-blank
tank fire rolls a 3 but the Poles pass the
morale check with ease, and the disrupted
INF fails to recover. But the assault goes
far better, with the Germans rolling a 6
on the 13 column to eliminate a Polish INF
step and demoralize the other (1 German VP).
Offboard artillery from both sides is ineffective,
and so is point-blank tank fire against the
PzII unit in the eastern town assault hex.
German HMG and INF units then start moving
southeast, and Polish opportunity fire against
them is ineffective. The Poles get a reduced
INF unit into the eastern town before German
offboard artillery can hit it, and a disrupted
Kapitan recovers morale. The turn then ends
abruptly on a Fog of War roll.

Turn 21: 1400 Hours
Again the Poles win initiative by one activation,
and finally the Polish tanks get a clue and
roll a modified 11 to kill one step of the
PzII tank unit in the adjacent assault hex
in the eastern town (2 Polish VPs). But the
other tank step passes its morale check,
so the Pulkownik in the tank’s hex
sends a reduced INF unit into the assault
to try and finish them off. The Poles score
an M result on offense but the Germans get
an M1 on defense, and the German tanks fail
badly and become demoralized but the Porucznik
leading the assault becomes disrupted (his
units pass the check).
That gives the Poles the upper hand in the
eastern town assault for the first time,
so the German HMGs and INF units southwest
of the fields advance eastward toward the
road linking the eastern town to the southern
reserves. One German INF unit enters the
hex of a demoralized Polish INF unit and
assaults it while the HMGs move southeast
through weak opportunity fire from the swamps
(they pass the consequent morale check).
The assault gets +2 column shifts for hitting
a demoralized unit with lower morale and
ends up on the 13 column, and the Germans
continue to perform superbly in assault,
rolling a 6 that does one step loss (1 German
VP), but the other step rolls a 3 and passes
its morale check.
Polish offboard artillery hits the advancing
Germans and rolls an 11, demoralizing the
Lieutenant leading the group and one of his
HMGs! That is VERY fortunate for the Poles,
who may get a temporary reprieve from the
German effort to cut the road south of the
towns IF they can get a unit into a blocking
position between the Germans and the road.
To prevent that, German offboard artillery
hits the Kapitan and INF unit on the road
to the southeast, and the roll of 9 on the
42 column scores an M2 result but the Poles
pass the morale check! The targeted Poles
race north on the road, and the leaderless
German HMGs and INF won’t be able to
move eastward next turn.

A force of one PzI platoon plus an INF and
a Captain assaults the disrupted Porucznik
and HMG in the northeastern town (before
they can fire point-blank at the Germans).
Each side rolls on the 9 column, but German
assault tactics continue to dazzle with them
rolling a 6 to the Poles’ 2. One Polish
HMG step is destroyed and the other is demoralized
(1 German VP). The demoralized Poles in the
other assault hex in the northeastern town
fail to recover morale and exit the hex,
and the German free shot on the 30 column
obliterates them (1 German VP for killing
the Polish step, and +5 German VPs and -3
Polish VPs for taking the town hex).
The thus-freed-up Germans advance south
and adjacent to the assault hex in the eastern
town, and Polish mortar fire is ineffective.
The German colonel advances south to take-over
command of the German HMG units from the
demoralized Captain there, bringing an INF
unit with him. A Kapitan tries to rally a
demoralized INF unit just to the northeast
and succeeds.

German tanks move in from the northwest
to join the Colonel’s force, and then
the Polish tanks and infantry FINALLY finish-off
the reduced MTC unit that blocked the road
for so long by the south edge (1 Polish VP).
German offboard artillery hits the Polish
INF unit on the road east of the Colonel
and demoralizes the Kapitan with it and disrupts
the INF itself. The reduced, demoralized
Polish HMG in the last assault hex in the
northeastern town tries to recover and fails,
and it and the Porucznik with it exit the
hex. The German free shot scores an M2 result
and the Porucznik becomes demoralized, the
HMG is destroyed due to compound demoralization,
and the Porucznik rolls a 2 for leader casualties
and is killed (1 German VP for destroying
the HMG step and +5 German VPs and -3 Polish
VPs for taking the town hex). The northeastern
town has now been completely conquered by
the Germans.

The Poles withdraw again from the assault
in the northern woods (the German free shot
has no effect), and two German infantry platoons
start heading south from there while the
disrupted INF that was in the assault hex
with the Poles recovers morale. The last
Polish AT gun in the swamps misses the PzJrI
unit to the west, and two PzII tank units
move southeast to a firing position on the
reduced Polish INF unit at the edge of the
swamps. Polish infantry pulls back into the
southernmost town hex to guard it against
the incoming Germans. The turn then ends
on a fog of war roll after recoveries and
German advances, with a demoralized Polish
INF unit in an assault hex failing to recover
and getting eliminated by a German free shot
as it exits the hex (1 German VP).

Turn 22: 1415 Hours
German initiative drops to zero, but they
win initiative by one activation. The PzIIIF
tank unit by the eastern town fires two point-blank
shots at the 7TPj Polish tank unit there,
rolling two modified 10s to destroy both
tank steps (4 German VPs)! The Poles make
a last-gasp assault on the Germans in the
neighboring hex, trying to kill the demoralized
tanks before they can flee, and they roll
a 6 which kills the last German INF step
in the hex and also kills the last tank step
due to compound demoralization (3 Polish
VPs), and displaces the German Lieutenant
from the town. That completely repels the
first German assault wave from the town,
but then German offboard artillery fire hits
the town and rolls an 11 for an M2 result
that disrupts the HMG unit there and demoralizes
a reduced-strength INF.
Polish offboard artillery fire on the German
units in the neighboring hex to the north
demoralizes the German Lieutenant and INF
unit there, dooming any chance for another
assault this turn! The PzI tanks fire point-blank
into the town while the Lieutenant and INF
try to recover, but the fire is ineffective
and the INF unit fails to recover and flees
north while the Lieutenant recovers and remains.

Polish mortar fire eliminates a German HMG
step due to compound demoralization (1 Polish
VP), but a disrupted, reduced Polish INF
in the eastern town fails to recover. German
offboard artillery fire is ineffective, and
so is Polish AT fire. German mortar fire
is ineffective, and the Poles send their
last tank unit north on the road to join
the roadblock force while sending an INF
unit to guard the southeastern town.
The German colonel activates and combines
the fire of two HMGs against the roadblock
while other units try to recover morale.
The HMGs roll an 11 and disrupt the Kapitan
in the target hex, but they don’t shake
the morale of the already-disrupted INF there.
The demoralized Lieutenant recovers but the
demoralized HMG flees into the swamp. A German
INF unit advances one hex so it can fire
at the roadblock next turn.

The disrupted Poles in the northern woods
move adjacent to the German mortars there,
and German infantry gives chase. The Polish
roadblock forces fail to recover and a leader
flees from there. PzII tanks demoralize the
Polish reduced INF at the north end of the
swamps, and the turn ends on a Fog of War
roll after recoveries and German advances.

Turn 23: 1430 Hours
The Poles win initiative by one activation
and try to recover morale in the eastern
town. Most of the units there do, but a reduced,
demoralized INF unit fails and flees south.
The Germans immediately assault the northern
town hex before Polish offboard artillery
can disrupt more of them. The Germans attack
on the 13 column while the Poles defend on
the 18 column, and the Poles do well on defense
again, rolling an M2 result that disrupts
both German tank units (German fire is ineffective).
Polish tanks at the roadblock south of town
fire at the PzIIIFs approaching from the
west but miss, and German offboard artillery
hits the roadblock and demoralizes the Kapitan
there. Polish infantry fires point-blank
at the German mortars in the northern woods
and scores an M1 result that demoralizes
one of them.
German offboard artillery hits the roadblock
hex again and rolls a 12, scoring an X result
that kills a Polish INF step (1 German VP)
but does not shake the morale of any units
there. Polish mortar fire is ineffective,
and the German Colonel has his HMGs fire
again at the roadblock while his INF units
move southeast. The reduced, disrupted Polish
INF makes the morale check, but its weak
opportunity fire doesn’t stop any Germans.
The disrupted German lieutenant there recovers
morale. Polish units south of the eastern
town try to recover morale, and a demoralized
unit fails and flees eastward into the fields.
A PzIIIF unit takes two shots at the Polish
tank unit at the roadblock but misses.

Polish AT gun fire misses, and two PzII
tank platoons head south down the west side
of the swamps. Polish offboard artillery
fire hits the lead stack of infantry moving
past the roadblock, and one of the INF units
is disrupted. German tanks fire into the
non-assault hex in the eastern town and roll
a 3 on the 11 column, demoralizing the reduced
INF unit there. The Poles there immediately
try to recover morale but fail and flee the
town, and the turn ends on a Fog of War roll.

Turn 24: 1445 Hours
The Germans win initiative and move two
tanks to take the southern hex of the eastern
town (+5 German VPs, –3 Polish VPs).
That cuts off the Poles in the northern hex
and puts a PzIIIF in a crossfire position
on the last Polish tank unit at the roadblock
to the south. So the tanks abandon the roadblock
and move to the southeastern town. Shells
bounce off them from the PzIIIFs to the west,
but they make it, and the Kapitan and INF
unit that were manning the roadblock recover
morale.
The German Colonel then sends his infantry
column southeast, and Polish offboard artillery
fire on them is ineffective. German offboard
artillery fire is ineffective, and a Kapitan
and a Polish INF unit move adjacent to the
German tanks that just moved into the eastern
town. More German offboard artillery fire
against them disrupts the Kapitan but not
the INF.

Polish mortar fire is ineffective and two
demoralized, reduced Polish INF units fail
to recover morale and flee eastward. German
mortars hit the Polish infantry that’s
been firing at them in the woods but is ineffective,
and the demoralized German mortar fails to
recover and flees. The Polish infantry follows
it eastward, and the disrupted PzI units
in the eastern town assault hex try to recover
morale (one succeeds but one does not). The
last Polish AT gun battery rolls a modified
10 to destroy an incoming PzII tank step
and demoralize the other (2 Polish VPs).
The turn then ends on recoveries and German
advances, with the Poles briefly reoccupying
a hex of the southeastern town to regain
control of it (+3 Polish VPs, –5 German
VPs).

Turn 25: 1500 Hours
The Germans win initiative by one activation,
and the Captain in the assault hex in the
eastern town brings in a Lieutenant with
a +1 combat bonus plus another INF unit while
sending the disrupted PzI unit out of the
hex. That brings the assault force back up
to the 13 column (after all modifiers) and
the Poles defend on the 18 column. Both sides
only score an M1 result, but the only person
affected in the whole assault is the Porucznik
who gets disrupted.
The disrupted Kapitan just south of town
then sends his good-order INF unit into the
southern hex of the town, hoping they can
use their AT rifles to take-out a tank unit.
The Kapitan recovers morale, and the INF
rolls a 5 and is able to use its AT rifles.
The Poles pass the M morale check from defensive
tank fire, and then roll a modified 13 on
AT fire to obliterate both steps of a PzI
unit in the hex (4 Polish VPs)!
The German colonel then activates and sends
a Lieutenant and four INF platoons toward
the southeastern town while taking two HMG
units plus an INF unit south to a firing
position on the last Polish AT gun battery
in the swamps. Opportunity fire from the
town is ineffective, and so is Polish offboard
artillery fire against the Lieutenant leading
the advance toward the southeastern town.

The German Lieutenant and INF in the northern
woods assault the disrupted Polish INF platoon
and Porucznik who’ve been pursuing
the German mortars there. Unfortunately for
the Germans (who were just looking to pin-down
the Poles), the Poles roll very well on defense
and demoralize the German INF unit. The Poles
immediately counterassault and roll a 6 which
again demoralizes the German INF and causes
it to take a step loss (1 Polish VP)!

A German captain outside the eastern town
activates and takes a reduced-strength INF
unit south and adjacent to the hex where
the Poles are busy destroying unsupported
tanks, and two HMG units move behind him
and adjacent to the northern assault hex
there.
Polish mortar fire hits the infantry closing
on the southeastern town but is ineffective,
and German tanks move around the southern
edge of the swamps to support the infantry
closing on the southeastern town. The Kapitan
at the roadblock sends his reduced INF north
to join the assault on the unsupported tanks
in the eastern town, but he himself fails
to recover from disruption. German offboard
artillery fire then hits the Polish INF that
just moved, but it passes the M1 morale check.
The Polish AT gun battery misses the PzII
unit that rounded the swamps, and the turn
ends on a Fog of War roll after recoveries
and German advances.

Turn 26: 1515 Hours
The Germans win initiative by one activation,
and the Captain who moved adjacent to the
assault hex with the unsupported German tanks
moves into the hex along with his reduced
INF while bringing an HMG unit up behind
him. Since the Polish INF in the hex has
no leader and will defend at a lower strength,
the Germans go ahead and attack and they
do very well, rolling a 6 on the 9 column
to destroy one Polish step and demoralize
the other (1 German VP). The Poles roll a
4 on defense to score an M result that disrupts
the PzIIIF tank in the hex.
The Polish Kapitan just to the south then
dives into the hex with a reduced INF (before
German offboard artillery can hit him) and
tries to rally the demoralized INF there,
but the INF fails to recover and exits the
hex. The Polish mortars (which the Kapitan
activated before he entered the assault hex)
hit the German infantry column to the south
but the Germans pass the morale check.
The German Colonel then combines the fire
of his HMGs and INF to hit the Polish AT
battery in the swamp while sending a Major
and an INF eastward. The AT guns pass the
morale check and then fire at the PzIIIF
platoon to the north and miss. That sets
up a crossfire for the Polish tanks in the
southeastern town, so the PzIIIF platoon
takes two shots at them but misses.
The Polish tanks decide not to return fire,
preferring to use opportunity fire against
any German infantry that approach the town.
Instead, Polish offboard artillery hits the
Lieutenant leading the German infantry advance,
but he and his INF units pass the morale
check. German offboard artillery then hits
the Poles in the southeastern town but is
ineffective, and the Poles then assault the
demoralized German INF unit in the northern
woods but the Germans pass the morale check.
More German offboard artillery hits the
southeastern town and rolls a 2 on the 16
column, scoring an X result that kills a
Polish INF step there (1 German VP) and demoralizes
everyone in the hex including the tanks!
The Poles immediately try to recover morale
and all of them succeed due to the bonus
for recovering in a town, but then the Germans
rush the town. Demoralized Polish infantry
to the north tries and fails to recover,
and then more Germans rush the southeastern
town.

Then the German captain commanding the assault
in the northern hex of the eastern town switches
out an INF unit for an HMG, bringing his
assault strength up to 19. That allows both
sides to roll on the 18 column, but the Poles
do far better, rolling a 6 to the Germans’ 2.
All the Poles pass the M1 morale check, but
the Germans lose their HMG unit (2 Polish
VPs), and their INF unit becomes demoralized
while their PzI tank unit becomes disrupted!
The Poles don’t risk a counterassault
since the Germans are doing a great job of
dying on offense and would still get to hit
back on the 9 column (which could hurt the
Poles badly on a good roll). Instead they
send an INF unit up the road from the southernmost
town hex to an assault position on the PzII
tank unit that near the southeastern town.

The turn then ends on German advances and
recoveries, with the reduced, demoralized
German INF unit in the northern woods assault
failing to recover and exiting the hex, and
the Polish free shot eliminating it as it
exits (1 Polish VP).

Turn 27: 1530 Hours
The Poles win initiative by one activation
and fire point-blank on the Germans preparing
to assault the southeastern town. They roll
an 11 for an M2 result that demoralizes the
Lieutenant leading the advance but fails
to demoralize either INF unit with him due
to the +2 morale bonus of the Lieutenant
in the neighboring hex. That Lieutenant sends
the two INF units into the town to assault
the Poles while the PzII tank unit with him
drives into the town and takes control of
two town hexes (+10 German VPs, –6
Polish VPs). Neither side does any damage
in the assault.
Polish offboard artillery hits the hex with
the only INF unit near the town that doesn’t
get a +2 morale bonus from the elite Lieutenant,
but it passes the M1 morale check. German
HMG and INF fire once again fails to hurt
the AT gun battery in the swamp, but the
AT guns fire and miss the PzIIIF unit to
the north. More Germans then pile into the
southeastern town.

With the capture of most of the southeastern
town, the Poles are now so far behind (47
Polish VPs to 86 German VPs) that there is
no way they can do enough damage to even
get within 15 points of the Germans and hold
them down to a Minor Victory.
The Poles fought extremely well on defense
and killed large numbers of German forces,
but the brilliant flanking action of the
German recon companies tied up Polish reserves
for so long that the main Polish line never
got any reinforcements. The Germans were
therefore able to overwhelm the Poles with
superior numbers and outstanding assault
combat performance in the towns.
The Germans
win a Major Victory, and the blitzkrieg
rolls on.
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