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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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