For those who need a refresher of the first half of the game, click here. Otherwise, lets get back to it!
The German FO watches artillery ranging rounds land to the South again, this time endangering their own panzers. Another round of corrections will be needed.
Order dice - Axis: 5 / Allies: 3 (2/3)
The Allies fire with one of the AT guns and miss both shots. The Germans return fire, but first they must resolve the two Received Fire Points taken previously. They roll a die for each point and get a 2 and a 3, either of which would reveal the tank crew to be suppressed, and they place a marker next to the vehicle. They can't fire or move toward visible enemy until they rally.
The Allies use all four remaining Order Points for reserves, rolling 2, 4, 4, 5. The 5 allows the Allies to bring in a single vehicle or two non-vehicle teams, while a 6 would have brought in the whole unit. The Allies want armor support asap and therefore place the one tank on the edge of the field, where it can arrive from next turn.
German artillery tries to range in again, but yet again round falls South. The Observer considers new plans and removes his observing marker.
Order dice - Axis: 2 / Allies: 2
Doubles means new Hero Points. The Germans go from one to five, and the Allies from one to three.
Order dice - Axis: 3 / Allies: 5 (3/2)
The Axis move their lagging two recon teams into the building. The paratroopers in the buildings op fire. Three rifle team roll six dice needing 5+ (two rolled separately as they can be re-rolled by the platoon leader) and two more dice from the 60mm mortar team that hit on 4+ as they ignore concealment. Four hits, one for each.
Both sides roll Quality Checks for each team within 2" of enemy (three dice for the Germans, and one for the Allies). The grenadiers and the gliders are both Regular and need 4+. They tie with one success each, meaning they immediately re-roll. The Germans fail all three rolls and the Allied gun team succeeds! The side with more successes kills an enemy team for each success, while the side with fewer may only kill a maximum of one team regardless of any additional successful rolls. In this case, zero successes were rolled, so zero kills will be allotted. For each failure, an enemy team is suppressed, and so the gun would be suppressed if it wasn't already. We then see who has more unsuppressed teams within 8" of the assaulting teams. The Allies have two and the Axis seven. The allies lose and the gun must move at least 4" away from assaulting enemy or be destroyed. The gun rolls two dice and gets a 4 and 6! it moves back 4" and survives.
Quality Checks are rolled for the close combat. Two dice for the Germans and two dice for the Allies, though one of the allies is a paratrooper, and so needs a 3+ rather than the others' 4+. Germans pass one and the Allies pass none. The para platoon leader is dead and the gun is now suppressed. Two gren teams also become suppressed.
Order dice: Axis: 3 / Allies: 4 (3/1)
The grenadiers fire at the AT in the middle. The RFC reveals the grenadier team was killed, though both teams suppressed in close combat rally. Six rifle shots and four from the machine gun with re-rolls. Seven hits.
Axis pull 2,1. Allies pull 1.
Order Dice - Axis: 1 / Allies 1
New Hero Points! Axis 6 and Allies 2.
New Order Dice - Axis: 1 / Allies: 3 (1/2)
Allied guns fire at the panzers. Neither suppressed gun rallies, leaving only two guns to fire at long range. Two hits. Four Pen dice and two Ping dice. Tanks explodes on impact!
The Allies roll one die for their reserves and gets a 6. The rest of the Shermans are roaring their way forward. It's looking pretty bad for the Germans.
The German grenadiers fire at the AT guns in the open. Six hits.
The Axis use a Hero Point to order the other grenadier platoon to fire at the far AT guns. The German Company Commander is within line of sight (in base contact in fact) of the grens and activates with them, moving 5" (times two, since it's an infantry leader team) to run to the remaining panzer before it takes its morale test. The grens fire and score two hits.
Axis spends another Hero Point to move the FO team closer to the bocage, another Hero Point to move again to contact the bocage, and another Hero Point to observe. (NOTE: The observer should not have been able to observe here as a team can only observe if they didn't move earlier in the turn. Muh bad.)
The turn ends and the panzers must test their morale. They must pass a Quality Check of 4+, but the Commander is within 6" meaning it will pass on a 3+ instead. They roll a 1. The Commander can spend a Hero Point to re-roll it, which they do, and roll a 6. The tank will stay around.
The artillery rolls dice to range in and rolls 10, meaning a direct hit. Everything within the 6" barrage radius of the 10.5cm battery's target receives two RFPs.
Allied tanks move onto the board 5".
The Axis use their order to observe with the FO and use their last Hero Point to drive on their other tank platoon.
Axis pull 1,1 and Allies pull 2.
The Germans see a tactical withdrawal as the wiser choice and the battle concludes.