Things we, either Kieron or me, learned from last night:
1, If you don't negate or destroy panthers they will win the game. (I rolled a ridiculous number of 6s for top armour & side armour saves.)
2, TOT the unit that is hit has to reroll the save.
3, If you advance onto an objective that is within 10 inches of a board edge where the reserves arrive you will be assaulted. (Phew, failed the panzer grenadier roll.)
4 Panzergrendiers get 4" extra movement if they..... but not if they are a gun team that fired this turn. (Don't forget to roll for it. Dohh!)
5 HMG and other gun teams only get a 3 + save if they did not move or shoot.
6 Stuarts are great at the sacrificial lamb mode
(added 3 turns to the game at least!)
7 On a smaller than usual table artillery has a disproportionate effect. There is no where to spread out to.
8 Cornfields "area terrain" treat them the same as woods for artillery and infantry. You have to be within 6" of a stand to target it. If you have deployed your guns in a cornfield you are dependant on your observers. (That was why I survived the artillery bombardments)
I thought I had lost the turn my Stugs went and Kieron had a side shot lined up on the Panthers. But those 6s turned up again. Don't you hate dice games
Good fun that.
Bill