Welcome to Platoon Forward!

Welcome to the site where the story of the battle is as important as the battle itself. Here we will focus on men thrust into extraordinary situations of life and death. They must lead other men with duty and honor to meet their countries objectives. Some will be blessed with great skill, some will carry great shortcomings. No matter what nation, no matter what war, no matter what theater, they are all called to move their Platoon or Squadron forward!

These are their individual stories as played out using my various campaign rules . Hopefully these stories will entertain and inspire you to use your own troops, airmen and sailors to accomplish your own great heroics.

Wednesday, September 8, 2010

FAAR mission #5

I have been working on Squadron Forward for about 6 months. I have the character interaction pretty well set and the in game events. Am now starting the scenarios. I play 90% solitaire so am working on a force generator that will give a balanced game where I don't know what I am facing until I am in it. One of my few critisms of BTH2 is there are way too many blinds on the board so I don't wnat to know where the enemy is coming from but don't want 25 counters on the board either. Lastly both sides need a realistic chance to be able to affect a "bounce". So ready to try my first scenario; escort. We call upon one of my favorites, my Romanian IAR-80 squadron. This is there 5th mission and since this is 1942 they will be flying the "B" model.

Captain Sandru put down the phone. "Crap." The group commander Pomut had decided to fly with them tomorrow. Worse he did not want Sandru to go because he wanted to get to know the men. They were suppose to escort some JU-87s to attack a river convoy moving towards Stalingrad. Sandru had planned to allocate 4 planes to the mission but now he had better allocate 6 and place his best pilots on it to protect the group commander. To have him shot down would be embarresing; to have him wounded and land pissed would be a disaster!

Major Pomut coarse average skill (dislikes SQ)
Lt Macri Pleasant average

Lt Hapaina aggressive average
SLt Alexia Pessimistic average (avoids combat when able)

Adj Sef Ionescu Cultured Veteran skill
Adj Stag Toma Obnoxious average 1 kill

The day dawned clear and the Romanians found their charges without problems despite the language differences. The germans were prompt if nothing else. The Stukas flew at 16K feet so flak over the flont lines was not a problem.

In bound Ionescu smiles for the camera

4 minutes to target the Stukas called out bandits bearing down on them from 4 o'clock. Pomut leaves Hapania high and the other 4 race down. [my picture of the russian fighters is lost, sorry!] One stuka explodes as 3 LA-5s race through the formation. Major Pomut snaps off a high deflection shot that catches the new russian fighter in the engine and it explodes! Just as quick a 4th russian fighter appears on the Major's tail. Adj Sef Ionescus rushes to help as Captain Sandru gave him explicit instructions to bring the Major home alive. The Major starts a series of tight turns while losing altitude that his wingman and the russian can not follow. "The old man can fly!" thinks Ionescu.

1 more Stuka is destroyed and 1 damaged. Adj Stag Toma shoots an assaliant off Ionescu's tail and Ivan leaves the field trailing petrol. At this point the Stukas are commencing their dives. With 3 fighters against 6 IAR-80s the russians leave.

Stuka starting its run on a Fugas class minesweeper

Stukas on the attack The barges are camouflaged to
look like Command at Sea markers.
The MO-4 boat is the tiny one upstream

Direct hit! 500lb bombs make big holes
The Fugas class boat is destroyed by a direct hit. 2 barges are sunk. 2 Stukas miss completely.
The return trip is uneventful. The battle is considered a draw.
Post mission The squadron is awarded no cool points. Major Pomut's attitude improves to neutral towards the squadron. Adj Stag Toma's skill improves to veteran. Adj Bacui [did not fly but has a kill] is promoted to Adj Stag [Sgt]. Finally a new rookie pilot Adj Dusescu joins the squadron.
5 russian fighters were generated in one group. It seemed to work well; there were no in game events. For those of you using my LAAF anti aircraft rules the
Fugas MS is size 2 speed 3 [ can't go that fast in a river though] hvy 1 lt 1+
MO-4 motor launch size 1 speed 3 hvy -- lt 1+
Should be a good sceanario for BTH2 or Mustanges. A little large for CY6.
Enjoy
Joe






Wednesday, September 1, 2010

The brick lumber mill

This is a platoon that has had 2 other battles. I will take some time here to illustrates some of the "off board" interaction of Platoon Forward that can affect how the battle plays out. Just to remind everyone, I don't make stuff up for this blog; I really report what I play out on the campaigns and games.

Junior Lt Bessonov was unhappy as he walked to company HQ. His platoon was performing poorly, morale was dropping and 2 of his squad leaders were out with wounds. His uninjuried squad leader, Sergant Shakulo, was his biggest problem. Not only was he an alcoholic but his first battle he had charged recklessly ahead [failed a leadership check] and lost most of the 1st sq. Bessonov asked the the company comander to pull Shakulo from the platoon and give him a new NCO. " Bessonov, you are new here. Half our NCOs are alcoholics. A good officer will teach Sergant Shakulo when to use his spirit in battle." Last battle Shakulo's performance had risen to below average but the platoon had again failed it's mission. Somehow a report had gotten to the company commander that Shakulo had performed well during the attack. Bessonov had even seen the two laughing and talking the other day! [ event showed that Konerko notices Shakulo] He had better watch Shakulo carefully or he might be getting the boot.

The company commander, Lt Konerko, greeted Bessonov cooly. Jr Lt Bessonov, mother russia needs victories! When do you plan to contribute?
Our lines have stabalized while we wait for supplies to continue the defeat of fascism. Reconnasance believes that the Germanskiis are using a lumber mill as an observation post during the day to observe our lines. Tomorrow I want you to take 2 squads and infiltrate up there. Capture a prisoner or at least disrupt the OP. I will send a MMG with you {pre game reinforcement} and issue some SMGs from other platoons. Bessonov, I know you are new here but don't make me wonder if you will ever get the hang of this. Dismissed

Jr LT Bessonov Scholarly/pleasure Gr II
Sgt Shakulo 1st sq SL addicted/ alcohol Gr I 1st squad with low morale
Cpl Zurich acting 3rd SL Gr I
1st squad with 2 LMGs for this mission. 3rd squad armed with 1 LMG, 2 rifles and 7 SMGs.
1 MMG with Gr I leader that is hesitant

The brick lumber mill
Russians will enter from bottom left
German OP
Very early figures I painted up
Bessonov moved through the woods with his most dependable squad forward (3rd) followed by 1st sq. Since this is the Russian army the platoon leader leads. As they neared the clearing he moved the MMG towards the left to provide covering fire. 20 yards before the clearing they heard rifle shots.
Bessonov runs into sentries
As third squad laid down fire he ordered Shakulo to move right to support. The 4 german sentires, noting a large force started their getaway. The russians managed to pin them down however. Shakulo moved right in, killing 3 and capturing 1. Bessonov was elated and horrified at the same time. He decided he would go for broke and attack the OP directly.
He directed both squads to move foward past the mill on the right to a clump of trees. From there they would make the final assault.
Bessonov's charge
3rd squad on left
3rd squad took heavier fire and started to retreat. Bessonov had to stop to rally them.
The men proved difficult to rally as bullets continued to kick up around them. Suddenly to Bressonov's horror he hear the russian battle cry of "Urra" as Sergant Shakulo was leading his squad into the mill. Bressonov quickly grabbed the few rallied men around him (the LMG team) and raced to the mill in time to join (lead) the final assault.
Sergant Shakulo leads the final assault
The Germanskiis were not keen on defending the position and gave way quickly. JrLt Bressonov and the platoon had their victory albiet with a great deal of help from Sgt Shakulo. After the battle Sgt Shakulo stated he was just following orders. Bressonov wondered whose orders?
After it's great showing in 2 hand to hand combats 1st squad's morale improved to normal. In addition, Sgt Shakulo beat the odds (30%) and is upgraded to a grade II leader. [There are normally 3 events after every battle.]
Great battle! I really like these small ones. They play fast and are loads of fun. I could not believe Sgt Shakulo; his card draws and rolls were amazing. As a gr I leader he only had a 50% chance of initiating that final assault. When he could, even though a russian NCO would not show that much initaitve, I said why not!
German forces generated were as follows:
1 squad and 2 half squads 1 Gr III leader (officer) and 2 gr II leaders
1 squad must set up on the second floor of the mill with the officer acting as an observer. The other squad can be split into 2 half squads to act as sentries. If it is one half should be towards the woods and one half in the boxes on the other side of the board watching that half of the board. The germans can not move or fire until fired upon or they spot russians. The german officer can take no action for the first 3 turns as he is collecting his gear in case they have to retreat. There is a 30% chance of a squad and/ or halftrack coming in as a reinforcement 4 turns after the shooting starts. This did not happen for me but would have made for a different game! If they come in the russian need not take the mill, just disrupt its operations, perferably from the inside. You still need to capture a prisoner.
If playing 2 person the german should not know the russian objective. For the "Raid" scenario there is only a 33% chance that it is a prisoner snatch otherwise it is just to disrupt the opreation for at least 4 turns of fire and give more casualties than taken.
Enjoy
Joe





Tuesday, August 24, 2010

LZ Hotel

Just finished reading Charlie Don't Surf. Wanted to try out Di Di Mau and Critical wounds so stopped my "3 battles for Hue" and went with a standard sweep. The standard sweep scenario will actually be in "Middle of Nowhere" which will be the asymetrical warfare expansion to Platoon Forward. This platoon was used 2 posts ago if you want to catch up.

Platoon

Lt McSwain optomisitc Gr II leader

SSgt Davis 1st sq meek Gr III leader and brilliant leader

Cpl Lawrence 2nd sq gambler Gr II

Sgt Colton 3rd sq cunning Gr I

1st and 2nd squad are up morale and 3rd squad is down morale. Also one of the M60 MMGs normally assigned is broken.



Lt McSwain looked at Lt Jaroze with relief as he spoke. " I know you were beat up last battle and lost one of your hogs so I have an easy one for you tomorrow, Ted. All you have to do is secure a small LZ, advance into a hamlet and wait. The rest of the battalion should do the heavy lifting on this one. " The only glitch is you can only land 2 squads at once. There will be one gunship overhead if you need it. There is a buddist school to the left of the hamlet; don't destroy it please. You shouldn't run into too much. Couple of snipers and maybe a VC squad or two.




Battlefield. LZ Hotel is at bottom.

Buddist school is white building upper left

What is your plan LT????

McSwain would land his 2 best squads with his one M60 in tandem. They would quickly advance north with 2nd squad going towards the jungle and 1st squad securing the school. 3rd squad would then land and reinforce whoever needed it.

1st & 2nd squad move out as planned


As the squads advance just like at Benning a MMG opened up from the hill from behind the school. This slowed SSgt Davis' advance. Worse, 2nd squad ran into VC when only 20 yards from the jungle and started taking casualties.

Cpl Lawrence 20 yards from the jungle runs into Charlie
In addition, 3rd squad was delayed for some reason. Lt McSwain got on the horn to Jarose. " Sir, we are taking MMG fire as well as from at least a squad in the jungle. I have WIA. Request the Cobra and my 3rd squad." [ At this point got a random event that brought in a new squad. So Lt Jarose decided to tag along and see what was going on for himself.]
Lt Jaroze arrives and speaks with 1st platoon
Lt Jaroze arrived with not only 3rd squad but with an addiitonal squad as well. The cobra suppressed the MMG allowing 1st squad to advance towards the school. Jaroze suggested that 3rd squad trail 1st and the other 2 squads advance on the treeline. During these discussions the VC advanced on the shaken 2nd squad and killed 2 before Cpl Lawrence hid the survivors in some bamboo.
VC attacking 2nd squad
Jaroze next request artillery to work the jungle over and this was granted. 3rd squad was slow so Lt McSwain moved to speed Sgt Colton up. SSgt Davis made it up the hill but the MMG managed to Di Di Ma and escape. 3rd squad with the LT took up positions in the schoolyard which was unoccupied.
3rd squad in the school yard

1st squad emerges from the hill and scatters VC in the village
After the artillery, 2nd squad and the extra squad entered the treeline again. The VC where still there but had taken 2 casualties. In addition, their LMG jammed.
2nd squad re enters the jungle
With the americans in good cover and artillery available, the VC chose to withdraw. The americans sustained 3 KIA and 6 WIA. The VC 4 KIA and 4 WIA. I called it a draw because the VC were stronger than expected.
After the battle Cpl Lawrence is finally promoted to Sgt. SSgt Davis made an off handed comment about Lawrence taking casualties and the now Sgt Lawrence has taken offense. Consequently Sgt Lawrence dislikes SSgt Davis. This will not help the platoon. Furthermore, due to the heavy casualties the platoon will go short next battle by 2 men. Such is life in the Middle of Nowhere!
Fun game. The VC had 2 random reinforcements which made them stronger than expected. I had 5 random events this game to include a human wave by a VC squad. Most games I get 1 or 2.
US forces as above Only 2 squads land 1st turn. Last squad lands on turn 3 or on the second turn of the reinforcement card. 1 addiitonal squad with a Gr II leader was generated as a random reinforcement. In addtion the Company CO came in; a Gr IV brilliant leader
VC forces that were generated were
1 MMG (50% of starting in a bunker; mine didn't)
3 VC squads (1 with poor morale)
1 LMG (50% of starting in a bunker; mine didn't)
1 gr III leader 1 gr II leader 1 gr I leadre who was hesitant
2 reinforcements were generated to include and additional vc squad with gr II leader and a LMG They entered through the hamlet
Enjoy
Joe









Monday, July 26, 2010

Costly day for the USAAF

Sorry it has been a month since any postings. Had a family reunion and started a new job which has kept me busy. Played several small TW&T games and BTH2 games but took few to no pictures. Did play one B-17 raid this weekend though...

The men of Bomber squadron 222 "Iron Men" shuffled into the briefing hut. Target Kiel. Ingress over land to fool Jerry and egress over water; brilliant thinking?!?! Worst news was BS 222 was to be the low squadron for the group today. Only good news was plenty of P-51s and a smattering of P-47s to cover.

SQ lead Hell's Bell's Ace
Dangerous Curves
Belle of the Ball Rookie
2nd element
Return Ticket Veteran
Queen of the Skies
Miss Jane Rookie

Escort was 6 P-51Ds with 1 ace, 2 veterans, 2 average and 1 rookie
Random event added 2 P-47Ds with 2 Average pilots

Germans spotted US first and came in undetected. P47s trailing and P-51s echeloned to the left of the formation.

German force consisted of
6 FW 190 A8 R6s (the armored guys with 30mm cannons 3 Vets 1 Avg and 2 green covered by 2 ME 109Ks both average.

Iron Men flying with escort

Unfortunatly the first sign of trouble was when Sgt Singleton, the tail gunner of Miss Jane, called out bandits 6 o'clock high closing in fast!

4 P51s quickly split S'ed to engaged the 3 fighters attacking Miss Jane while 2 provided top cover.

Embarresed P-51s come roaring in!
Miss Jane took enough wing damage that she fell out of formation. The P-51s drove 1 of the armored attackers off but Jane was now in trouble. She next lost her top turret and waist gunner. Finally her number 3 engine exploded; 4 parachutes were counted.
The other 3 FW 190s fell upon Queen of the Skies. Their cannon were too much and she succumbed before fighters could show up with 8 parachutes counted. They then moved onto Return Ticket. Cannon fire also managed to knock her out of formation. But by this time the P-51s were making things too hot for the FW 190s and they decided 2 bombers was good enough for today and left. 4 of the 6 FW 190As had significant damage but none were shot down. 1 ME 109K fell to a P-47s guns. No US fighters were lost. On the bomb run Dangerous Curves took a direct hit into the gas tank and exploded with no survivors. The 3 shaken survivors of 222 scored no hits on the harbor. A costly day for the USAAF!
Fun game but pretty one sided. The bounce by the germans set the stage. I also upgraded the FW 190A8 to ROB 3. Will play several more games to see it this works. I used a modified damaged table based on my variant damage table for BTH found in a TFL special. I also used characteristics for fighters that I hope to pen in a future article.
Below are just a smattering of other pictures I have taken receintly
Inspired by Chris' latest Sharp's Practice
Supplement I played a British Pirate game

Had 6 IL-2s bomb some bunkers

The Bomb run

Earlier escort mission; this one in Tunisia.
All 4 P-38s shot down!
Thanks!
Enjoy
Joe







Tuesday, June 29, 2010

Plekui 1968

Inspired by Rich Clark's article "Tet a Tet" in the TFL Summer special I played my own villiage fight using my 1st Cav. I stole his map and used a modified "Hasty Attack" scenario from Platoon Forward to generate the forces. This is the 8th battle with this platoon. 2nd Squad's morale went up after last battle due to Lt McSwain's leadership.

Lt McSwain entered into the hut where he and SSgt Davis had been hastily summoned by Lt Jaroz the company CO. Looks like Charlie is staging some type of attack into Plekui. Division is up in arms so battalion is as well. Crank up and enter Plekui and see what exactly is going on. No helos but we have trucks, one track and a tank. Move out in 45 minutes. You might hit some blocking forces on the way; push through and find out what is going on at division. Good Luck.

Characters
Lt McSwain Optomistic/movies Gr II
SSgt Davis 1st sq shy/ wealth Gr III Brillaint leader
Cpl Lawrence 2nd squad Gambler/greed Gr II
Sgt Colton 3rd sq cunning/ family Gr I
1st and 2nd squad high morale 3rd squad average morale

As you enter the outskirts of town you hear firing up ahead. What is your plan LT?


Outskirts looking from town
1st Cav will enter far side of board
Lt McSwain unloads the trucks. He decides to send 3rd squad up towards the houses on the right (his right/ left side of picture above) to find source of firing. 3rd squad has not done as much fighting as the other 2 squads and though they are not as proficient he is trying to even the workload.
A HMG quickly opens up from the red roofed house pinning 3rd squad. They do see an ARVN squad in the nearest house fighting it out with VC squads nearby. Lt McSwain, curses himself. He knew Colton wasn't up to the task. He orders SSgt Davis to infiltrate left through the paddies to take out the HMG, the tank forward to shell the red roofed house and the track to the right to lay down fire as needed. He will go forward to rally 3rd squad.
3rd squad proves difficult to rally. Suddenly out of the elephant grass to the right a rocket streaks toward the tank. The Lt doesn't need to look back as he hears the tremendous explosion.

Failure of 3rd squads attack. Lt McSwain
is the one still standing in front.
SSgt Davis made some headway on the right until they ran smack into a VC squad. They held their own but could not advance as the HMG turned its attention on them.
The Lt orders the track up to lay fire on the elephant grass. This track is designed for anti aircraft work with a gattlin gun and cuts an impressive swath through the grass. Meanwhile, 2nd squad goes wide right through the swamp as 3rd squad lays down supressive fire.

Cpl Lawrence and 2nd squad advance
through a swamp

2nd squad manges to push through to the grass and actually takes one of the houses but looses 4 men in the process. It is too much. Lt Mcswain orders a pull back from the town. He explains to Lt Jaroz that he is up against at least a company and requests an air strike on the town. Jaroz knows McSwain to be a good officer. If he can't make it maybe this is something big. He tells McSwain to hold while he checks with battalion, LtCol Patterson.
So ends the first battle! I haven't lost in a while so this will keep me humble. I used the iniative rules from the Christmas special and the americans went 3 turns without getting the tank firing card. This allowed the VC to move up a RPG to take it out. Ouch. Guess the tankers couldn't figure out the target or had a brand new sergeant.
American forces as above plus 2 M 60s. . the M113 had a gattling gun on it.
When the americans reach the 3 closest building roll a d6. On a 1-2 there is a 6 person ARVN squad in there with a Gr I leader. The ARVN will get no more than 2 squads total. The ARVN will defend their building but will not advance.
VC
2 Gr II leaders 1 gr I leader 1 squad with low morale
3 squads all armed with AK 47s. 1 HMG and 1 LMG team. 2 RPGs
a random reinforcement came in [ turn 4]that was a squad with a gr III leader. This was the squad that SSgt Davis ran into.
Great game. Hopefully you can do better than I
Enjoy
Joe


Monday, June 14, 2010

Sgt Saunder's Bronze Star day!

Last weekend got back to a tried and true Platoon Forward battle using my 101st platoon! Situation Normandy D +2.
Characters
Lt Joe Ramsey Scholarly/Techie Gr III
SSgt Bill Taylor Optomistic/wealth Gr II 1 sq
Sgt Paul Saunders Cheery/comforts Gr III 2 sq
Sgt Aaron Goldberg shy/wealth Gr II 3 sq (weapons)

OBJECTIVE: Recon road and outskirts of town. Secure approach to town for rest of company.
There is a MMG in the white villa on the right. (Random event gave you 2 recon rolls pre game)
You have 2 squads; 1 with a LMG, 1 with a BAR and a 3rd squad consisting of a 60mm Mtr and a 2 man Bazooka team. WHAT IS YOUR PLAN LT?


Looking towards St Giraird from
the american positons
Lt Ramsy said we had to take this french town ahead so our boys could pass through. Shouldn't be too many Krauts but there was a machine gun next in the villa next to the road. No artillary or armor for support; just us airborne.
LT said we were going to do a right roundhouse on those huns and avoid the road and woods. Aaron's mortar would lay smoke on the villa while 1 squad's LMG would lay down suppressive fire. "Great! I am thinking. Guess who gets to be the assault element." Right as Rain Sergant!!

Sgt Saunders is not expecting German
paratroopers! Ooops
So the smoke starts popping and the LMG starts buzzing and me and my boys go tearing across this field. About 20 yards away their fire gets serious and we hit the dirt. At this point I see 5 Krauts in a built up position and they have rimless helmets. "Christ we are up against paratroopers!" Can't let me boys know what I am thinking though. I yell, "grenades" and we all throw. "Up and and at em" I scream and leap forward. I didn't realize only 4 men and the Bar follow me. (Other 7 men were shaken) We kill all 5 with only Simmons getting wounded.
Sgt Saunders finishes clearing the position
Lt Ramsey moving up with additional troops

The BAR team starts firing into the MMG and they hightail it back into town. Meanwhile I go back to my boys and tell them they better not ever, ever, ever do that to me again. They are screaming eagles!!!!
Lt Ramsy ocupies the villa and 1st and 3rd squad come up. We are told to advance to the hedge and once supressive fire is available move up again.
2nd sq behind hedge when german gun
rolls around corner (top middle)

We are catching our breath when the Krauts roll up this gun and start to shell us from the town! I look back at the villa and it is under MG fire from the town as well. I ain't staying behind this hedge to be killed at long range! I ain't retreating! Only choice left is to go forward. We advance to the first house but it is in line of sight of that blasted gun. We move forward again (Sgt Saunder's is being modest, all these moves were under fire) and arrive at the town proper where there are 4 germans setting up a machine gun. We don't even break stride but enter the backyard and take them out!
Sgt Saunder's squad encouters the MMG
We encounter fire from the house. After a brief firefight it's grenade time and we enter. 10 americans against 8 germans! I have never been so scared in my life. We lose 5 but only Snyder is KIA. The germans lose 7 with the last one running into the next building yelling his head off.
Using a german LMG we are in a perfect position to lay fire on the gun crew and they scatter like legs! I was just congratulating myself when potato mashers come flying in and 6 germans come storming in from next door without knocking first! The biggest problem is I have 4 WIA and only 4 effectives. I killed 2 of the bastards and the other 4 turned tail.
Honestly Sir I was just doing my job. Any of the NCOs would have done the same.
Great battle and quick too. No heroic events where drawn. Sgt Saunder's cards just came up at the right time consistantly and his die rolls were good. 70% of a bronze star and he made it. He also earns a dynamic commander card. At the ceremony the following month he meets Sgt Lujens a Sherman tank commander who was also awarded a medal for valor. The two become friends. Will they meet again? I would bet on it but don't know where or when.
German Forces Roll die 20% paratroopers 30% security troops 50% wermacht
2 Gr III leaders 2 Gr II leader
2 squads
1 MMG
1 75mm SiG How
Set up northern half of board. Can set up 1 squad dug in.
Orders are to delay american forces
Enjoy!
Joe





Friday, June 4, 2010

Neukirchen Feb 1945


Grandparents visited over Memorial Day. Umpired a 2 person Lazy TW&T game between my Dad (german) and my son (american) Fictional battle took place in Neukirchen. Americans orders are to advance to the RatHaus and accept the mayor's surrender. If heavy resistance encoutered attempt to take the town. They are the spearhead of an armored force with follow up reinforcements close on their heels.
The Germans are a platoon of Landsers commanded by Hauptman Robert Vaughn (my dad likes the movie Remagen Bridge) 2 squads have nl moral and 1 has poor morale. You also have a 75mm ATG pulled by an opel truck. Your mission is to advance into the center of Neukirchen. Meet up with a platoon of Volksturm and defend the town. Americans have been reported 30 kilometers away so time is short! You are to become the town commander and have the authority to remove the mayor if need be. Rumor has it he would like to surrender the town if not for the volksturm.
Unknown to Robert Vaughn, the Volksturm platoon is actually an 8 man squad commanded by a Gr I leader. Also unknown to Robert, the americans will enter the south entrance of the board 2 turns before the Wermacht due to the vagaries of the umpire's die!

Center of Town. 4 men hidden in Kirche
4 men with panzerfaust just driven off
roof of warehouse on left.
Where is Robert?
Moments before, the americans, not trusting
the umpire, enter town very cautiously.
Good job son!
The Volksturm quickly melt away under M1 fire. They do delay the americans enough to allow the germans to enter the board. 2 squads quickly make for the Rathaus. The opel truck enters with Robert and a squad and quickly see a Greyhound down the street.
3rd squad quickly abandoning the truck when
faced with an american armored car!
At this point a P-47 enters and strafes the truck/squad and gun. Somehow they all survive
(who wrote those rules? see lardies special) but the men are shaken and run into the brick factory.
The2 german squads gain the Rathaus first and the americans have a hard time breaking in. they finally send a squad around the rear to gain entrance.
Close order fighting in the
grand hallway!
Robert is at the top of the screen
An epic battles wages in the Rathaus for several turns. A german MG jams and the americans managed to get a second squad into the building. Both sides suffer heavy casualties. Ultimately, the landsers are force into the upper left corner of the screen shot above. With 12 americans in the grand hall and a sherman tank and greyhound out front, Robert Vaughn leads his 7 survivors out the windows and down the alleys to escape. They will live to fight on another desperate day. As Robert Vaugh says in Remagen Bridge, "Who is the enemy?"
Great game. My Dad failed to comprehend that the 75mm gun was slow to move and set up once unhooked from the truck. He never got it into action and the greyhound kept the crew under fire.
Germans
3 squads
1 gr IV leader
1 gr III leader 2 gr II leaders
1 75mm gun w truck
1 8 man VG squad SMG armed with PF and gr I leader
Americans
3 squads plus 1 bazooka and 60mm mortar
2 gr III leaders 1 gr II leader 1 gr I leader
1 M8 armored car and 1 jeep with 30 cal MG
1 strafing attack by P-47 will occur during game depending on your rules
1 sherman tank comes as reinforcement on turn 4
Enjoy
Joe