Turn 7 - Impulse 4Charlie SquadCpl Thomas is hiding
Pvt Stubbs has a
Run & Gun order and fires at
Soldat AbbasD2=+1, Run & Gun = -1, Enemy in the open with Run & Gun =-1. WS5+1-2-1 = 3 or lessA roll of 6 is a miss
Pvt Temple is hiding and guarding
Soldat HornBaker SquadPvt Johnson is hiding
Pvt Donahue has an
Evade order and moves to 26.03 and captures the onjective
Blue TeamSoldat Hahn has an
Evade 3 order and moves to 28.02
Soldat Abbas has a
Run & Gun 4/5 order and opens fire on
Pvt StubbsD2=+1, Run & Gun is -2, target is Run & Gun in rocks and so -2. With a WS of 4+1-2-2, he needs to roll a 1 or lessHe rolls a 4 and misses

And it's over...
These are the victory parameters

The Allied player had points assigned thus
- 3 Objective hexes at 4 points each = 12 points
- 1 Enemy NCO killed at 2 points each = 2 points
- 5 Enemy soldiers killed at 1 point each = 5 points
- 1 Captured enemy soldier at 3 points each = 3 points
- 1 Enemy soldier left a friendly edge = -2 pints
- 1 Friendly soldier killed = -3 points
That's 12+2+5+3=22-2-3=17
The victory parameters are

So I have a
Superb Victory - commendation placed in 201 fileNoice.
Thanks for watching. I'll be honest, it's unlikely I'll ever do another one of these. I liked showing you guys the mechanics and I thought it was super important to do so given the cost of the game - but what should've taken me a night (and no more than 2 nights) turned out to be more than a month.
Also the one of the beautiful aspects of the game is the speed you can play it. The AAR has sapped that right out of it.
I don't resent doing it - but I'm done in

Adios...and bring on Battle Hymn
