-=-=-=-=-=-=-=-=-=-=
18:00 (Night -- Limited Visibility)
We are now approaching night. One reason you can tell it’s a winter map (besides the obvious snow) is that when night falls around 6 pm, that’s pretty hard to assume it’s summer season. Our time from here on will start to skip by 4 hours a turn instead of the regular 2 (until sun-rise).
Anyhow, our last 2 hours of daytime activity went rather well for us. We took no hits this time around, and were able to completely smash a couple companies. One I am not 100% sure what it was, due to limited visibility rules, but I’m not complaining. A unit destroyed is a unit destroyed (permanently)!
I also severely mauled up both a machine-gun company stacked with an infantry. Both these counters were quite powerful, and I’m rather proud that I was able to whittle them down the last few turns. Sure, it looks easy now that I seem to have a lead in numbers down there, but it wasn’t always so.
The engineer down south was one of my many units that were forced to retreat constantly during our assaults. He’s in such bad shape I have him in tactical reserve until he re-organizes and I can send him back into the fire. At least he’s lost only a third of his potential fire-power.
There is another engineer seen to the west (armored). That one is actually from the FIRST DIVISION units I have near the centre of the map (not in current shot). He’s just there to cause some problems for the nearby enemy artillery unit. I don’t want to mix units of different divisions because of combat penalties.
I’m now looking forward to the up-coming night-time turn. During the re-organizing phase, one of my key artillery pieces finally regained contact to its HQ, and none of those pieces have disruptions anymore. However, moving at night has it’s major penalties, as well does assaults at those ours. So I may have to tone down a bit here.
Clip taken during Attacker Advance Phase