Turn 1
US initiative
US impulse points - 15, rolling 4D6-1
German impulse points - 18, now rolling 4D6+1
With the initiative again, the remaining Sherman advances to point blank range of one of the objective buildings, hoping to clear it of enemy troops so the US troops can advance and deny the German victory conditions. Alas, the Germans in the building are armed with a panzerfaust and cause the Sherman to break, but not destroyed! The half assault squad leaves the burning wreck of the halftrack behind and charges a second objective building, only to be cut down just short of it.
Elsewhere the Americans advance, heedless of the heavy German fire cutting down their numbers, trying to get to the objectives before time runs out. A lone engineer squad makes it all the way into the northern objective and starts a melee with what turns out to be a German pioneer squad. In close in fighting the US engineering squad gets broken but not before eliminating the Germans!
However, a broken or shaken squad cannot claim occupation of a victory hex, so with their last impulse the US tries to rally the engineers but only manages to reduce the broken state to a shaken one. He Germans still control the hex and therefore all three of the building they need for victory.
Now, normally scenarios end at the end of turn 1... except there is a die roll made at this time to see if the game continues for one more turn. Each side rolls 1D6 and if the total is 7 or greater then there will be one more turn.
The Germans roll 5 and the US roll 2. One more turn!