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Order phase
Only slight adjustments are necessary
for the second turn, as the Germans are rolling closer
into my killing zones.
The hull down tank is a bit too exposed
there for my taste. It looks like the
scattered trees (in winter!) are not providing the cover
I was hoping for. So I order the tank to quickly withdraw
behind the hill and out of sight of the incoming Panzer.

"Withdraw" is an order in CM, which is executed
without any time delay. But there's a risk of panicking
the withdrawing unit. Therefore, the order should be issued only in
emergencies.
Once out of sight, I am hoping that I
can draw the Panzer forward and right into a flank shot
by my Jumbo. In the south-east clearing, I want to support
the lonely outpost with some 81mm mortar fire. I hope to
damage some halftracks and their accompanying Grenadiers. Since
the 81mm mortars take about 1 minute from call to fire
for effect, I place the target area about 50 meters
forward right on the edge of the woods. I anticipate the
armored column will halt there until their infantry moves
up.

The orange line shows the plotted 81mm mortar fire. It
extends from the FO (not visible in picture) to the
target area. Note the shell crater a few meters in front
of the MG!
Although the armored column here is
more than I expect my outpost to handle (just one MG Team
and one rifle squad!), I intend to keep them in position a
little longer to ensure that the Grenadiers dismount.
Unfortunately, the .30 cal MG jammed just at the end of
the first turn. But, I am hoping to get that cleared soon.
In the northern woods, with the "halftrack/tank"
coming closer, I order my bazooka team to hide and wait
in ambush. This is the main reason why I left a Platoon
HQ unit with them - the Platoon HQ unit is necessary to
issue the "ambush" command.

The bazooka team is prone and hiding and targetting the
"Ambush" marker. The platoon HQ unit to the
left keeps the bazooka team in command.
Of course there is the possibility that
the Germans will come through the woods first to
clear the road. But it will take them quite some time to
do so, which means that part of their job (to delay the
German advance) will already be done.
The advance on the town goes as planned.
One platoon is already crossing the ice without drawing
enemy fire. My hope is that they arrive to their firing
positions before the MG team on the northern hill
breaks (it is being fired on from four directions!)...
Unfortunately, all my covering MGs and mortars have no
LOS to the German units. But that doesn't mean that I can't
do anything - I order one of the MG's to spray the first
stone building with bullets. Although I cannot see the
Germans inside, it should be enough to keep their heads
down.

The MG has been issued the "area fire" command
and will be spraying the stone house during the next turn.
It cannot see the Germans in the house. But, the .30cal
bullets should suppress them.
Encouraged by the fact my first platoon
didn't draw any fire, I also order a second platoon (the
one in the center) forward over the frozen river. It
should provide a good base of fire from the right flank
into the town and enable the platoon to the north to
assault. I keep the last platoon on the south flank where
it is for now so to cover the approach of the other units.
But, they also act as reserve to close down the south flank in
case the Germans break through in the east.
Action phase
Now the 60 second real-time resolution
phase starts. This brings some bad news... what do they
say - no plan survives first contact with the enemy. Well
unfortunately, it's not only the plan that doesn't
sometimes survive...
Before the hull-down Sherman on the
south hill can withdraw into safety, the next shot from
the approaching Panzer knocks it out of action. I lose
another crew member (luckily the Sherman didn't brew up!).
In panic, the crew bails out and runs for the trees to
hide. I'll provide a screenshot of this demoralizing
scene in the next turn! Additionally, any relief of the
MG on the north hill above the town will come too late...
After an HE shell from the "halftrack" kills a
team member and under heavy incoming fire from the town,
the MG Team surrenders.

Nope, they sure won't get a medal for bravery!
In the clearing to the east, the
situation tightens with every second. The
halftracks advance cautiously to the edge of the woods
and spray my MG team with MG42 fire. My MG team keeps its head
down. However, those boys at least manage to unjam their
.30 cal, but not much more. The rifle squad hiding about
20 meters beside the MG hasn't been spotted yet, though.

Incoming MG42 fire. Notice also that some enemy infantry
just breaks through the woods on the right side of the
road.
In the center, the Panzer moves slowly forward
and comes into LOS of one of my Shermans, the one
positioned behind the northerern woods. My Sherman opens
fire but misses with a few shots. The Panzer stops (I still
have not been able to identify it) and returns fire
overshooting by far.

Notice the shellholes behind my Sherman. CM tracks every
round, even if it misses. Had there been some infantry
behind the Sherman, they might have been hit by the
"missed" AP rounds.
A lot of bad news in this turn, as it
seems, and unfortunately there are not many good ones. My
MG fire on the stone building in the town seems to have
suppressed the enemy. But, I didn't see any casualties. It
is possible that some of the infantry in the woods was
hit by my MGs. But, again, nothing that I have noticed.
So while I've already lost a tank and an MG team, the Germans have hardly been
scratched. This is not good at all! However, the
Germans are just barely on the edge of my killing zone
and have not reached my ambush points. With every step
they come forward, they should become easier targets. I do
hope that once they see their initial progress, they will
become a little too overconfident and run quickly into my killing
zones.
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