Turn 2

Initiative

Rally Phase

Operations Phase

Phase 1 - Partisans

Phase 2 - Germans

Phase 3 - Partisans

Phase 4 - Germans

Phase 5 - Partisans

Phase 6 - Germans

Phase 7 - Partisans

Phase 8 - Germans

Phase 9 - Partisans

Phase 10 - Germans

Phase 11 - Partisans

Turn 2, as with all turns, starts with the initiative roll...this time it's the Partisans who win initiative (highest roll)Scouts can self rally (not requiring a leader or hero in the same hex). Also because I only have the one unit to rally, I use the bonus call of. This gives a -1 on your roll check for Morale. Thebonus can only be used once per turn, so it's sometimes prudent to use it where more units in a hex can be affected by it (it's a bonus for the hex, not the unit)As you can see the Scout also gets a -2 modifier for terrain...giving a total of -3 off a 2D6 roll. A roll of 8 - 3 modifiers is less than the Morale value for the scout and therefore he is ralliedDuring the rally phase, units can pick up discarded enemy weapons. I can't recall if Hero's are allowed to do so, but even if they are, I forgot to do so. But I have other plans for the weapon on the ground anyway.This is the map at the start ofThe Partisans activate the leaderin. This activates all units around her within one hex.The Partisans move 1xand 2xsquads with theirandsupport weapons to the wooden house in. The idea here is two fold...to have good LoS to the houses inandand also to try and draw fire fromand his squad.This does indeed draw fire. The roll for fire is pretty poor.You will notice that the Partisans did not go through- that's because there is a Partisan unit already in there and there are stacking limitations (they allude me...but I know not more than 2 Squads)Defence roll...even worseFirst the Herois checked for a hit...he survivesNext is the turn of one of thesquads - and that's better for the Germans...SHAKENThe second squad is a bit luckierBecause one of the squads was successfully shaken, it has to stay put.and the good orderunits move into the wooden building.Becauseactivated all squads around her, I move the 2squads with theirandfromtoI also moveand her 2squads fromto- this is in preparation for the next rally phase where one of the squads can claim theI'm done now so I clickSo the Germans move theirfromtoand open up onand thesquad in-but it's a bad roll...and a missIt then opens up with it'sDefender roll is...a hitNext to check for damage forMiss!And now thesquadMiss!The Partisans movesquad into...this is in the hope of picking up thenext rally phase (it is kind of a risky move for a molotov cocktail!)The Germans open up with theirmain weapon on the units in- and MISS!They next open up with theirAnd the defensive roll...Now check for hitsFirst against the shakenAnd it's a hit...they take casualties (because they were already shaken)And next against the good orderAnd they are now SHAKEN...I said it was risky!Theinopens up onand his squadsDefensive roll...possible damage...check for hitsis check firstA hit is good...it means his leadership value cannot help the other squadsNext one of thesquads - they surviveAnd the finalsquad - SHAKEN!That was a good result from a scout!The 3squads with theirand 1inopen up on thein...it's a pathetic roll really.Defensive roll is good and the scout is safe!PASSThe Germaninopens up again on the units inand this time it's a hit!Damage roll...Defensive roll...No Effect!PASSPASSPASS3 passes in a row ends the turn...and this is how it's looking