December 25 AM

 

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"Lehr has crossed!"

German 25 AM Allied 25 AM  

Ger25AMAdvance.png (238483 bytes)

I'm already second guessing my game so far - perhaps I should have been launching a ton of low-odds attacks...

Post combat commentary:  No doubt about it, the Germans got some luck but they had a 5/6 chance of crossing.  If I can continue to get 1's on combat rolls, I should have no problems.  Unfortunately, I will probably also need 5's and 6's on bombardment rolls so I may need an artillery specialist!

-- Tom

US25AMMove.png (285134 bytes)I very much contemplated allocating my artillery to allow a 1-1(-1) vs 6AC to minimize the second attack's chance of crossing the Meuse. Any die roll other than 1 on the first attack would be fine, otherwise the 1 would see Fuh. Es. crossing the Meuse on an advance after combat. Based on my past association with the dice server, I felt I could not risk the 1/6 chance so I allocated artillery to lower the odds to 1-2(-1) - the result, a 1!  In addition, the second combat, another 1, not only allowed for a German Meuse River crossing but took an Allied step loss with it. Time to suck it up and call in 11th Armor.

German mechanized forces are now threatening Namur and Vireux. I'm going to try and channel these German drives with air interdiction placed in forest road hexes, which should prevent these efforts from being reinforced and/or re-allocated. Fuh Es is a powerful unit because its 6 ER allows for a -1 DRM. By placing one air interdiction immediately behind the unit, it should effectively stop Tom from using it in a 25PM Meuse River Line assault. The defense of Namur is a bit tricky due to the clear terrain on the west side of the river. I will shift the powerful U.S. Third Armor to these clear terrain hexes where the coordinated defense DRM can be appreciated. I have decided to weaken the defense of Yvoir. I don't believe Tom has the time to redirect his forces to the town in enough strength to guarantee its capture. With only 3 game-turns left, I think Tom is committed to expanding his foothold across the Meuse with Panzer Lehr, so I will reinforce hex 5022 with elements from Patton's 4th Armor.

-- Randy

LQ Rating:  1.83 (Yee-haw!)  LQ Rating:   2.4 (Not shabby at all.)
Public Comments:

German Combat

Red = Outcome (LQ Rating)   Blue = German unit   Green = Allied Unit

5125:  Adj - 15/104 + Air (19) vs 4 + 10 + Air @1-2(-1) = 1 = 0 = CA (1)

5023:  Adj + 408A + Air (72) vs 8 + 5 + Air @4-1(-1) = 1 = 0 1D2 (1.5)
    517 reduced to 5021
    Lehr 901, 902, Recon to 5023

4710:  Adj (42) vs 2 + 5 + Air @5-1(-2) = 3 = 1 = 1D2 (3)
    75/289(r) Eliminated
    12SS/26, 3/8 to 4809
    15/115, 12SS/25(r) to 4709

US Combat

Red = Outcome (LQ Rating)   Blue = German unit   Green = Allied Unit

5/CCR(r), 18, 188, Air vs 62/164 @5-1(-1) = 3 = 2 = 1D1 (2.5) 

    62/164 reduced, to 4110.


Bridge Demolitions:

3404 = 4 = Boom! (2.5)
4809 = 2 = Boom! (2)
5229 = 4 = Boom! (2.5)