Action at Oberickelsheim - Part VI - the action intensifies
|The bridge-layer moves up the column|
Half-way through turn 6 (0930 by the game clock), after Pat had moved, but before Aaron had, the rain stopped, giving Aaron the opportunity of bringing his air support to bear. However, Pat succeeded in a radar-jamming EW mission, giving Aaron a dilemma. He could send in his sole ARM-armed strike at the opposing off-table SAM battery, and attack it at a penalty (meaning he'd kill it only on a 5 or a 6), or he could wait a turn, knowing that Pat couldn't keep maintain his jamming mission, and attack at better odds (4, 5, or 6), but run the risk of the rain returning. He chose to delay.
|Turn 7 - the advance continues|
lovely AM-50 model in half-deployed position is by Dragoman. You only need the stand looking like this for a single turn - but the effect is worth it! Of course, a single bridge across the river was hardly going to let a single battalion across in reasonable time, let alone the following regiment! More were clearly going to be needed...
here); it won't see much use in a meeting engagement game like this, but on the defensive such vehicles are quite handy for digging defensive positions. There are also some APCs here carrying engineering stands attached to this particular battalion. The engineering aspects of the game are something that Keith McNelly's point-based scenario system entirely dispenses with: you "buy" the defences themselves rather than make them with engineering vehicles you "buy", which is an easy abstraction to make, and quickens things, but leaves an important part of "the game" unrepresented, I feel.