January, 1943, saw the First Infantry Division caught up in a war of attrition in the mountains of Western Tunisia. The Allies' race to capture the ports of Tunis and Bizerte had failed; as the front lines solidified, both sides rushed reinforcements into Tunisia to prepare for the coming campaign.

To simulate the action of Baker Company, I chose mission 8, Patrol. Both sides come onboard in a column, moving in alternate impulses until an LOS exists between the two forces. From there, the fight unfolds as a typical meeting engagement, with the ENEMY in an advance attitude. Victory points come from Casualty VP, and the enemy can earn exit VP as well.

Pregame: The western board is rolled up as board 19, and the east board is board 13. It is immediately obvious that the initial line of sight will come at extremely long range. My tactical decision is easy: once the game starts, I will hunker down in the woods at the western edge of board 19, and set up a hasty defense to hopefully mow down the Germans as they cross the open ground. Both columns enter, and LOS is gained at a range of 15 hexes. The German S? automatically activate per MSR, and roll up a 5-4-8/HMG/10-3(!) leader. The Germans also will move first as a result of a RS dr per MSR.

Turn 1: Luckily for Baker's 1st platoon, the HMG comes on board disassembled. The S? begin moving west; the first S? is activated as a 4-6-7, then 6 S? in a row are eliminated without activating (despite activating with a 4 or less). A 2d 4-6-7 is finally activated at the end of the MPh; during the APh, 2 more 4-6-7s and a 9-1 leader are activated. During the US turn, Baker Company moves into position to defend the woodline on the west edge of Bd19, keeping out of the sight of the HMG.

Turn 2: With no targets for the Germans, they continue moving west. The 9-1 and his two squads walk into a wall of fire from 1st platoon as they enter Board 19, eliminating a half-squad with a K/2 result, and breaking the leader and full squad. Mr. 10-3 and his elite squad w/ HMG confidently move west, until they too walk into a wall of fire, this time from the MG platoon directed by LT Murray, the company XO. A 1KIA eliminates the squad and breaks Superman. The next S? walks into the residual left by the MMGs, is activated as a 5-4-8, and promptly breaks from the HMG ROF shot. Another 5-4-8 is activated, but shakes off the final ROF shot from the .50 cal. In the APh, a 4-6-7/4-3-6/10-2(!) is activated, as well as an SS squad in the HMG location. In the US turn, the MG platoon unleashes another powerful attack on the HMG, manned by the SS squad and escorted by a 5-4-8. A K result cuts the SS squad in half and breaks the 5-4-8, but the HMG's return fire (snakes) breaks the HMG and one of the MMG teams, despite the cowering.

Turn 3: The Germans continue pushing west, slower this time, as units with a LOS to any of my units assault move. The 10-2 and his two squads move into the trees on Bd 19, where the mortars open up on them. An air burst results in battle-hardening the conscript squad and creating a hero. The wackiness continues, as again 6 consecutive S? are eliminated without activating despite needing a 4 or less, before another SS squad is activated in the HMG location. To end the MPh, one S? activates a 4-6-8/4-6-7/7-0, and the last S? activates a 5-4-8/LMG/8-0. In all, 19 out of 32 initial S? result in no activation. No damage is done during the DFPh or AFPh. During the US portion of the turn, the mortars hammer away at the 10-2/hero/4-4-7, and with a snakes (K/2) result halve the squad, break the leader, and wound the hero. During German DFPh, the HMG makes itself felt again, again rolling snakes vs the MG platoon remnants and 2d platoon (who are overstacked because their commander clearly forgot how to add fractions - doh!) The K/2 result eliminates the MG team, and because of a Casualty MC takes out a half-squad as well. The VP score stands at 6 CVp for the US, 2 for the Germans.

Turn 4: An ENEMY RE is rolled up - Enemy Convoy! Unfortunately for the Germans, the trucks need to exit directly into the teeth of the US defense. Thinking better of the whole thing, the three trucks come onboard, see Baker Company, and quickly turn around and go back the way they came. In the German Prep Fire, the 7-0/4-6-8/4/6-7 put some effective fire on the hard-pressed US north flank, and another casualty MC eliminates another half-squad, this one from 3d platoon. Mr. 10-3, with two 5-4-8s in tow, begins moving through the open ground towards the north flank; one MMG brings fire on him. With his ROF shot, the MMG breaks the 10-3 with an NMC, and pins the squads. 1st platoon, despite their commander's failure of his CMD check, fire at long range, and KIA the leader, K/2 vs the squads. With the LLMC, all that is left of the stack is two broken half-squads. The Germans seem to lose their focus, advancing in a broad front across the east of board 19. In the US turn, the mortars go on a ROF tear, a critical hit eliminates the LMG squad, and 1st platoon breaks a German section in the open.

Turn 5: The .50 cal eliminates the wounded hero, who advanced nearly as close to the FBE as any German does the entire game. The mortars eliminate the 10-2, broken and DM in the woods on the east edge of board 19, and break the SS half-squad manning the HMG. In the US turn, a friendly RE results in three fighter-bombers (no bombs) joining the battle. An exchange of fire breaks a couple of German units, as well as one of the mortars. VP stands at 18 CVP to 4 - 7 of the US CVP come from just the two (10-3 and 10-2) eliminated leaders.

Turn 6: A German RE results in two StuG IIIB entering as reinforcements. The German infantry cautiously continue their advance west, while the assault guns come onboard, only to be swarmed by the FBs. On the fifth attack, the rear StuG is burned by a snake-eyes TK roll. Another mortar is malf'd during DFPh. During the AFPh, the remaining StuG rolls snakes for an improbable hit, but the subsequent dr is a 4, and the mortar platoon breathes a sigh of relief. In the US turn, 1st platoon breaks and ELRs the SS squad in Bldg 19X6, which is the closest positive TEM to my defensive positions. During the German DFPh, the entire northern flank of the US defense (2.5 squads) is broken from a 1+1 NMC. Interior lines of the US save the day, as an ad-hoc section are able to advance and secure the line.

Turn 7: US firepower carries the day, as during the German MPh two SS half-squads are eliminated and three other units are broken. In the US turn, a German 9-1 is eliminated through a Fate DR, two half-squads are eliminated during the PFPh, and three more units are broken.

Turn 8: One last gasp by the Germans during PFPh eliminates a squad in first platoon due to a Casualty MC, and breaks an additional squad and the company commander on the southern flank. During DFPh, the MMGs go on a ROF tear, eliminating the 8-0, and a squad. In the US half of the turn, more cardboard carnage results in the Germans only having one good-order HS and the StuG remaining. Mercifully, the game end dr comes up a 1. Final VP count: US 37, German 6.

CGVP: +3. During the refit phase, the company XO is promoted to a 9-1, and an 8-0 is received as a replacement for SGT Freer.

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