Turn 9 Update it deserves one
A + B were fairly straight forward found an extra squad in each location but managed to deal with simply enough.
C - The house on the hill either belongs to the Commander or is full of Gold Bullion defended or what.
Kicked off with the MkIV firing smoke behind the splash attack hex so we could move up safely to assault the squad there.
Sods Law dictated just when you want splash it hardly happened just pinned adjacent squads.
Followed up starting around 1 clearing W>E
Trying to get position on the pinned squad at 3 we discovered 2 more dug in squads at 2.
Panther & MkIV assisted from 2 then Flame HT from 3 so can move on hex 3 & assault.
However squad that was at 4 is still an issue for further advance so that had to go as well.
All because that row of 3 entrenchments had 4 squads that would route into them & likely dig in, its been a slog.
-----------------------------------------------------------------------
Somewhere in this a squad decided to look on the hill & paid a stiff price - just how many are there defence in depth save the Gold.
-----------------------------------------------------------------------
Situation now.
We are boxed in looks like another line of mines in the South so trying to create space we could be here a while, hello artillery.
We are poised for the next push not over extending at all!
A - priority is the lower of the 2 squads might smoke the other.
B - If squads here remain routed (3 80mm Mortars will fire) we can move to 2 & get on the hill.
Flame HT is now in hex SW of 2 with the MkIV, they can fire at C from 2 kicking things off.
Can't see it but another unit at ? will put a spanner in things.
This is a tough one I am really enjoying this battle, considered going round but where is the fun in that.